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Old Nov 24, 2006, 03:42 PM // 15:42   #1
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Default Dazed and Confused: viable?

The idea here is simple, to completely overwhelm with condition spam. The tainted is charged with finding critical elites and shuting them down for the majority of the match. I'm looking for thoughts and suggestions to tweak this a little.



Warrior/Necromancer


Strength: 13 (12+1)
Swordsmanship: 12 (11+1)
Tactics: 10 (6+4)

- Headbutt [Elite] (Strength)
- Sever Artery (Swordsmanship)
- Gash (Swordsmanship)
- Final Thrust (Swordsmanship)
- Bull's Strike (Strength)
- Rush (Strength)
- Plague Touch (Necromancer Other)
- Resurrection Signet ()


Paragon/Warrior


Leadership: 10 (8+2)
Spear Mastery: 15 (12+3)
Motivation: 10 (9+1)
Tactics: 5

- Stunning Strike [Elite] (Spear Mastery)
- Blazing Spear (Spear Mastery)
- Barbed Spear (Spear Mastery)
- Aggressive Refrain (Leadership)
- Anthem of Flame (Leadership)
- Energizing Finale (Motivation)
- "Watch Yourself!" (Tactics)
- Resurrection Signet ()


Ranger/Dervish


Expertise: 9 (8+1)
Marksmanship: 9 (8+1)
Wilderness Survival: 15 (11+4)
Wind Prayers: 9

- Poison Arrow [Elite] (Wilderness Survival)
- Storm Chaser (Wilderness Survival)
- Distracting Shot (Expertise)
- Savage Shot (Marksmanship)
- Screaming Shot (Marksmanship)
- Read the Wind (Marksmanship)
- Harrier's Grasp (Wind Prayers)
- Resurrection Signet ()


Necromancer/Mesmer


Soul Reaping: 7 (6+1)
Curses: 7 (6+1)
Death Magic: 16 (12+4)
Inspiration Magic: 10

- Tainted Flesh [Elite] (Death Magic)
- Animate Shambling Horror (Death Magic)
- Rotting Flesh (Death Magic)
- Enfeebling Blood (Curses)
- Gaze of Contempt (Necromancer Other)
- Signet of Humility (Inspiration Magic)
- Mantra of Inscriptions (Inspiration Magic)
- Resurrection Signet ()


Elementalist/Monk


Energy Storage: 9 (8+1)
Fire Magic: 16 (12+4)
Earth Magic: 11 (10+1)

- Searing Flames [Elite] (Fire Magic)
- Glowing Gaze (Fire Magic)
- Fire Attunement (Fire Magic)
- Ward Against Foes (Earth Magic)
- Ward Against Melee (Earth Magic)
- Glyph of Lesser Energy (Elementalist other)
- Extinguish (Protection Prayers)
- Resurrection Signet ()


Monk/Elementalist


Divine Favor: 11 (10+1)
Healing Prayers: 9 (8+1)
Protection Prayers: 16 (12+4)

- Divert Hexes [Elite] (Protection Prayers)
- Shield of Absorption (Protection Prayers)
- Reversal of Fortune (Protection Prayers)
- Spirit Bond (Protection Prayers)
- Mend Condition (Protection Prayers)
- Gift of Health (Healing Prayers)
- Glyph of Lesser Energy (Elementalist other)
- Aegis (Protection Prayers)


Monk/Elementalist


Divine Favor: 12 (11+1)
Healing Prayers: 9 (8+1)
Protection Prayers: 14 (10+4)

- Restore Condition [Elite] (Protection Prayers)
- Mend Ailment (Protection Prayers)
- Reversal of Fortune (Protection Prayers)
- Protective Spirit (Protection Prayers)
- Signet of Devotion (Divine Favor)
- Gift of Health (Healing Prayers)
- Glyph of Lesser Energy (Elementalist other)
- Aegis (Protection Prayers)


Elementalist/Monk
Level: 20

Energy Storage: 11 (10+1)
Air Magic: 13 (11+2)
Healing Prayers: 10
Protection Prayers: 1

- Ether Prodigy [Elite] (Energy Storage)
- Lightning Orb (Air Magic)
- Lightning Strike (Air Magic)
- Storm Djinn's Haste (Air Magic)
- Blinding Flash (Air Magic)
- Heal Party (Healing Prayers)
- Healing Breeze (Healing Prayers)
- Extinguish (Protection Prayers)

Thanks for the tips there Kable...

Last edited by taxed; Nov 24, 2006 at 05:25 PM // 17:25..
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Old Nov 24, 2006, 03:45 PM // 15:45   #2
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Mantra of Persistence won't help your Humility, you need Mantra of Inscriptions

Also, your Ranger probably won't find anything to cap ;D

Ether Renewal sucks too

On a more serious note, it looks like fun, but I would probably take out at least 1 source of Bleeding as you have a total of 3 already.

Personally, I'd go with Divert Hexes instead of Zealous Benediction on your Monk, and take out Convert Hexes on your E/Mo for Glyph of Lesser Energy, or your Ele will run dry pretty fast. Drop one of the copies of Protective Spirit (you have 2) and bring Shield of Absorption.

Inspired Hex is crappy now, if you have Divert Hexes, you should be OK on the Hex removal front. I would suggest that if you intend on running Aegis on both Monks to go Ele secondary and replace Inspired Hex with Glyph of Lesser Energy. This is a half-common build in GvG at the moment, although I myself personally prefer /A for Dark Escape.

Your Warrior bar is veeery energy heavy, I would take Rush instead of Sprint for a start (only suggested this as you are not running Frenzy, in which case Rush would not be a good idea).

Is Debilitating Shot worth it at 9 Marks?

You'll need a Hard Res on your Ele. I'd say...sacrifice one of the wards and your Res Sig for Glyph of Sacrifice and Resurrection Chant. If you really want to cause havoc, drop the other Ward for Meteor Shower and do an iQ

Last edited by Kabale; Nov 24, 2006 at 04:12 PM // 16:12..
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Old Nov 26, 2006, 03:55 AM // 03:55   #3
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Divert Hexes suffers from the same problem as Expel; many hex teams bring Signet of Humility. Having Divert shut down for half the match isn't a good way to spend an Elite.
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Old Nov 26, 2006, 04:41 AM // 04:41   #4
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Sig of humility could get rupted by the ranger, and if he camps it he should be able to shut it down. If he just keeps in mind he needs to rupt it he should shut it down for around 3/4's of the match, still making divert very viable.
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Old Nov 26, 2006, 05:53 AM // 05:53   #5
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Oh yes, it's VIABLE. But it's a bit risky holding Divert and no non-elite hex removals. Besides, many hex teams bring multiple copies of Humility.
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Old Nov 26, 2006, 08:45 AM // 08:45   #6
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I agree on divert being a bad choice. Most strong hex builds will have a humility just for skills like divert. Non-hex builds make divert quite useless. Either way, you lose.
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Old Nov 26, 2006, 05:38 PM // 17:38   #7
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Divert is still good. We play a hex build and we have 2 SoH on MoI and Divert is still a pain because if for any reason your SoH drops (Diversion, DShot, monk stays far back for a few sec, etc.) and the Divert monk is free to use it you're in trouble.

What IS bad though is having ONLY Divert. I'd try to include 1 copy of Holy Veil and 1 copy of Purge Signet. With that usually you can do ok.

Necro could also potentially use Inspired Hex instead of one of his other spell for extra hex management.
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Old Nov 26, 2006, 10:44 PM // 22:44   #8
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Divert is more of an ha thing. Where they dont have as much room to bring skills for shutting down like that. And people hace told that sup runes are bad for gvg.
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Old Nov 27, 2006, 01:11 PM // 13:11   #9
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Tks for the comments so far. How about running Zealous Benediction on the Dirvert hex monk? I'm sure I can find a way to add several other hex removals into the build.
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Old Nov 27, 2006, 02:02 PM // 14:02   #10
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Quote:
Divert is more of an ha thing. Where they dont have as much room to bring skills for shutting down like that. And people hace told that sup runes are bad for gvg
Divert Hexes is not uncommon at all in GvG, I don't know where you heard this. The only thing that stops it is Signet of Humility, and if you don't have anything to stop Humility then you deserve to lose, IMO.

Quote:
Tks for the comments so far. How about running Zealous Benediction on the Dirvert hex monk? I'm sure I can find a way to add several other hex removals into the build.
Zealous Benediction is a gamble in GvG, there have been times that I've wanted to run it, but at other times I've known it to be frustrating when there's another source of healing in the build (the other monk, heal party, etc.) and it doesn't really pay off as you tend to spend more time concentrating on whether or not you'd get the effect.

As Shiz mentioned, you have an interrupt Ranger who'll be able to get that Humility with ease. I have yet to see Hex teams with multiple Humilities, sounds like overkill to me. Against the teams where people run Humility, it's exactly the moment when you'll thank god you have Divert on your bar, and a good Ranger ;-)

Last edited by Kabale; Nov 27, 2006 at 02:09 PM // 14:09..
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Old Nov 27, 2006, 02:30 PM // 14:30   #11
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Interesting. Yes, I have seen Divert hex + RC monk combos, and have seen other combinations as well. The thought behind this is (I assume) to not use up many other spots for hex removers. I must admit, we have not played against a hexy team yet, and in about 12 matches so far, we have not hit one yet. Thanks to the Boon/prot nerfs, there's finally some variations out there.

Anyway, this build is performing mediocare around 50% winning percentage...mind you we are not a well ranked guild right now. I do think we could win about 60ish percent if played better. Basically, we are losing to spike teams, and are beating up on non-spike teams. The biggest problems so far are diversion spammers and well-timed spikes. I'm not sure if our Dazed carriers are using that skill to it's best effect though. I think if done properly, Dazed should be a spike stopper, shouldn't it? Based on current results, I'm going to make a bit of a re-write, same concepts but I do think some critical changes are needed.
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Old Nov 28, 2006, 04:06 PM // 16:06   #12
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The problem I imagine you coming up against is Draw Conditions. These spike teams usually run a Me/Mo at the flagstand that will just sit and draw everything onto himself and keep the rest of the team happy.

Your only bet to stop the spikes is have the Ranger sit on the Mesmer that does not have Draw Conditions and have your Warrior sit on the one with it. This will give you the best chance at interrupting them both to keep your Monks clean of Diversion, not to mention cripple their spiking capacity.
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