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Old Jan 01, 2007, 07:49 PM // 19:49   #1
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Guild: Diversionary Tactics[DT]
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http://gwshack.us/65484

i need some help with the defensive side of this build, damage is good though.

any ideas?
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Old Jan 01, 2007, 08:20 PM // 20:20   #2
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blinding surge + glyph of lesser energy >>>> glyph of energy + blinding flash

since you only have one exhaustion spell on the bar anyway. Also not rocking your 0 spec shatter hex on the Me/Rt. The RC monk should have a hex removal skill such as holy veil instead of mending touch and then you can get rid of shatter on the Me/Rt for something else. Two mesmers in the build and no spiritual pain makes me cry...especially given the current state of the HA meta focusing so heavily on teams letting their spirits, pets, and minions play for them.
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Old Jan 01, 2007, 09:16 PM // 21:16   #3
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i re updated the build so if you click the same link up top its changed, i kept the shatter hex on the me/rt so we have 2 hex removals. good input though.

anything else people?
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Old Jan 01, 2007, 11:42 PM // 23:42   #4
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Kudos on trying something new, first off

Blinding Surge and Wards should be an effective defense vs melee, provided your monks work with the wards.

Your healers boon bar is using a lot of energy. I don't think this guy will be making the most of his bar if facing heavy pressure. Prot spirit seems out of place. I'd recommend veil for both monks, as pre-veiling is essential in keeping the most dangerous hexes off your backline.

The current fotm in HA involves spirits and necro hex spam. I would be worried about combating that with this build. Hex removal is a little weak, and to face that build successfully you need someone devoted to keeping the most dangerous spirits out of your way -- qz, nr, wanderlust, etc. If your only warrior is on this task, it will be difficult to coordinate pressure on them otherwise. It may be worth your while to consider the mesmer signet which does significant damage to spirits, and recharges instantly. I can't remember the name, sorry, but I'm fairly sure it's a domination skill.
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Old Jan 02, 2007, 01:34 AM // 01:34   #5
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Hello, first all like the above said kudos for trying something new.

However like the above poster mentioned the current fotm in HA involves very very much Hex spammers to pressure your opponent, so taking devert hexes instead of RC would be really better,aswel drop spirit bond and place protective spirit instead (ofcourse remove it from the Healer's bar too),and final drop Holy Veil for dismiss condition.
The 6th I really think you shouldn't take Healer's boon (Heal Party spamming worked good but Energyzing Finale got nerfed remember?), maybe take Light of Delivarance, Glimmer of Light or even WoH, really drop protective spirit from the monks skillbar and dismiss condition aswel, I am not a good healer monk so I cant really advice what skills you should take instead of protective spirit and dismiss condition in the healers bar.

Anyways hope that helped a bit.
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Old Jan 02, 2007, 07:34 AM // 07:34   #6
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thanks for input, updated a bit just check the link up top, and if i end up fighting said spirit/hex teams thats the top mesmers job to be screwing them up so thanks.
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Old Jan 05, 2007, 10:07 PM // 22:07   #7
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Man what is going on with that weapon master guy? He's got channeling and Lyssa's Balance, which only works if you have fewer enchantments. And shatter hex with no domination?
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Old Jan 06, 2007, 01:28 AM // 01:28   #8
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Purge signet seems like it would instantly kill your energy if you went up against a team with conditions/hexes. If you wanted a big condition removal I would say bring purge conditions instead. I agree with random about the shatter hex, 15 energy for one hex removal seems kinda wasteful.

I have a question about the 2 weapons spells though, since weapon of fury is spammable and warmongers weapon is close to spammable, are you going to alternate them on the warrior? Because by the look of your build I would say that you are keeping up fury on the war 24/7 for more damage/kd so it wouldn't really help to have both. Unless of course you have warmongers for those dumb holding builds with spirits, in which case you could put it on yourself or someone else to interrupt someone trying to cast a spirit.

As for the ele, it doesn't seem that the smiting would be doing much damage and with all of your spells costing 10 energy or more or causing exhaustion, your energy would still be hurting even with glyph of energy. My suggestion would be to either change him for a fire/water ele since you are trying to do mass AoE in your build. The snares from the water ele would be a plus since it does damage and allows the warrior to kill pesky kiters. Although going that route would make you lose your smiting which is pretty much what you are basing your build on, I would say go for it anyway. The damage+snares you gain definitely outweighs the smiting damage.

Other than that it seems like a pretty solid build and I would have to say it is definitely viable. Nice job on the originality.
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