Nov 02, 2006, 01:18 PM // 13:18
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#1
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Ascalonian Squire
Join Date: Jan 2006
Guild: HoT
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2 E/Mo Balanced
This is my first every gvg build so if it sucks you know why!
Basically a fairly standard balanced with 2 E/Mo's support/spikers.
With 2 E/Mo's running Heal Party the pressure on the monks should hopefully ease off abit meaning energy management is not SO important making Mo/A viable.
The monks don't have any mesmer energy management and are instead Mo/A for added kiting and damage mitigation (fairly standard i know but i thought i'd make it obvious why i chose them!). Three copies of [Heal Party] should help vs pressure. With 3 sources of condition removal (4 with the runner) there should hopefully not be a problem keeping the W clean of blind. 2 BL and Expel should help with hexes.
The Orbs should hit with the two knock down skills (3 if the runner is there) which significantly boosts the spike damage output. The chained wards should help kiting and keeping the enemy runners slowed, not sure if they should be [Ward Against Melee] though...
Maybe i should be running [extinguish] but i thought [Infuse Health] would be very useful - we came up against a runner using it when we were playing SB/RI and it made it VERY hard to spike. Infuse Health also solves one of the problems with Blight monks, the lack of a quick spike heal - Infuse Health is THE quick heal spell.
Only thing i am not sure about is the Me/Mo. [Wastrel's Worry] is there as filler it would have been [Distortion] but that got nerfed HARD so i slotted that it. The more experienced mesmers can maybe suggest something better. [Black Out] is mostly used as an anti adrenalin skill because without [Distortion] it can be hard for the Me/Mo to survive going after the monk. However shutting one down during a spike is very helpful and should be done if possible.
Would another class instead of Me/Mo be suitable for this build?
The build has a strong solo ganker in the W/E but with the two E/Mo's with [Lightning Orb] and [Lightning Strike] i hope the the ability to spike will still be there when hes off doing his thing. It should split fairly well in a number of way depending what needs to be done...
Last thing i am not sure about is whether a Water/Air hybrid runner would be better due to the posibility of deep freeze slow down...
Anyway on to the build let me know what you think:
http://gwshack.us/34504
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Nov 02, 2006, 01:35 PM // 13:35
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#2
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Re:tired
Join Date: Nov 2005
Profession: W/
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Two copies of Ward Against Foes seems redundant, I would drop one. Infact I would even suggest dropping both. For the sake of attribute spreads give one stand Emo a 10 specced Ward Against Melee, and the other a 9 specced Heal Party. This free's up a slot for a Gale on one and an unspecced Deep Freeze on the other perhaps, as your build definately lacks snares at the moment.
Also; Drop Wastrel's, it's pretty bad. I would reccomend either a second Gale (Gale->Blackout->Gale for scary shutdown on a Monk) or Shame to use on a Monk as you spike.
Looks solid aside from that. I would possibly suggest a Heal Other on the E/Mo instead of infuse, and putting Infuse instead of Return on one of the Blessed Lights. Just personal preference though.
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Nov 02, 2006, 01:53 PM // 13:53
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#3
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Ascalonian Squire
Join Date: Jan 2006
Guild: HoT
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I really like Gale->Blackout->Gale. (like i said Wastrels was there as a filler )
The reason for 2 Wards is they are low specced (4 Earth) and it allows you to have them up 100% of the time instead of for 15 seconds out 20.
I will give the rest of what you said some thought...
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Nov 02, 2006, 03:15 PM // 15:15
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#4
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Academy Page
Join Date: Feb 2006
Location: Canada
Guild: My Lil Pwnies [Nay] is recruiting PM for info
Profession: Mo/
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I would reconsider the use of sup runes as well. With no armor swapping it's alot more riskey.
Also I don't know if expel is that great a skill I guess it depends on how you want to counter hex heavy teams.
Last edited by Parkerbsb; Nov 02, 2006 at 03:20 PM // 15:20..
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Nov 02, 2006, 04:24 PM // 16:24
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#5
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Ascalonian Squire
Join Date: Jan 2006
Guild: HoT
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Any ideas on a good alternative for the Mesmer?
About the runes i think its only the W's who have them? Don't you need them for the extra damage? Or has that changed since you cannot swap?
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Nov 02, 2006, 05:31 PM // 17:31
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#6
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Academy Page
Join Date: Feb 2006
Location: Canada
Guild: My Lil Pwnies [Nay] is recruiting PM for info
Profession: Mo/
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Supers on warriors mean your wars can't extend as easily now with the armor swapping disabled. The damage change from 16 to 14 in weapon is not as HUGE as some would have you think.
For the Mes - Energy Surge is always a great choice... I'd go for something more damaging whatever you choose. Highly defensive builds with minimal offence tend to get split on and lose @ VoD from NPC's.
Edit: I faced someone recently using Rust and Gust - that was truly an annoying build and helps fit with your glae->blackout->gale fetish :P
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Nov 02, 2006, 05:46 PM // 17:46
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#7
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Ascalonian Squire
Join Date: Jan 2006
Guild: HoT
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Quote:
Originally Posted by Parkerbsb
Supers on warriors mean your wars can't extend as easily now with the armor swapping disabled. The damage change from 16 to 14 in weapon is not as HUGE as some would have you think.
For the Mes - Energy Surge is always a great choice... I'd go for something more damaging whatever you choose. Highly defensive builds with minimal offence tend to get split on and lose @ VoD from NPC's.
Edit: I faced someone recently using Rust and Gust - that was truly an annoying build and helps fit with your glae->blackout->gale fetish :P
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Lol!
Blame JR- for the G-B-G thing...
Quite alot of people are telling me e-surge is the right elite for the spike. However i am worried that it the mesmer has to go:
Gale, shatter enchant, Blackout, e-surge, gale, energy burn etc he will run out of energy pretty quickly...
Another option i thought of is Hex Eater Vortex any thoughts on that?
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Nov 02, 2006, 06:30 PM // 18:30
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#8
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Ascalonian Squire
Join Date: Jan 2006
Guild: HoT
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Runes changed to minors on the W/E and W/A.
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Nov 02, 2006, 06:44 PM // 18:44
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#9
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Academy Page
Join Date: Feb 2006
Location: Canada
Guild: My Lil Pwnies [Nay] is recruiting PM for info
Profession: Mo/
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You will be tight for energy if you are spamming Gale that's fore sure - but I've ran that mesmer bar it's fine if you don't play carelessly.
HEV would be a decent replacement, you'll likley have worse energy issues @ 15 energy.
BTW just you have res chant... noticed Renew Life > res chant
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Nov 02, 2006, 07:57 PM // 19:57
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#10
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Ascalonian Squire
Join Date: Jan 2006
Guild: HoT
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I don't know about that returning someone to life at 50% health doesn't seem like a great idea to me. Using restore life you dump healing on the mesmer and res somone with the current ammount of health - often full health but almost always more than 50%.
The mass healing is nice i gues but theres three copies of Heal Party for that...
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Nov 02, 2006, 09:01 PM // 21:01
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#11
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Frost Gate Guardian
Join Date: Jun 2005
Guild: looking for a guild
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Quote:
Originally Posted by Parkerbsb
BTW just you have res chant... noticed Renew Life > res chant
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Negative Ghostrider. Renew is more expensive and res's with less energy, but has the benefit of an area heal (and a huge area at that). While Chant will often times res to full health and more energy. Sure there are times when a agro range heal party is nice when you're ressing, but for spot res's you want more health and especially more energy on the guy getting res'd.
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Nov 02, 2006, 09:09 PM // 21:09
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#12
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Ascalonian Squire
Join Date: Jan 2006
Guild: HoT
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My thoughts exactly simply expressed more eloquently.
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Nov 02, 2006, 09:32 PM // 21:32
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#13
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Wilds Pathfinder
Join Date: May 2006
Location: Aussie Trolling Crew - Diplomatic Embassy
Guild: I Have Three Pennies [Pnny] - forever in my heart <3
Profession: R/
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If you really don't wish to use Esurge a decent alternative is Mantra of Recovery. It's an awesome skill, which is underused in my admittedly limited opinion.
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Nov 03, 2006, 12:28 AM // 00:28
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#14
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Banned
Join Date: Mar 2006
Profession: W/E
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If hex removal is giving you problems, run Expel, if not, run E-surge simple as that. On the first offensive E/mo bar I suggest dropping heal party (three is an overkill) and add in Aegis. Remove the ward against foes from his bar as well, since the whole point of mo/a is to be able to be mobile, camping in wards will probaly be counter-productive. Add in Deep freeze in place of foes on both e/mo's, which will give you a couple of aoe snares, priceless in certain situations. Infuse is becoming rather useless, with the new guild hall's spike builds will be having a much harder time. Extinguish would be better here with the condition meta heading the way it is.
Other than that it looks good. Nice build.
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Nov 03, 2006, 01:05 AM // 01:05
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#15
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Wilds Pathfinder
Join Date: Dec 2005
Profession: Me/Rt
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This build is awesome. I love defensive builds.
Do you mind if I show it to my guild? I would give you credit, of course.
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Nov 03, 2006, 01:36 AM // 01:36
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#16
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Forge Runner
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IMO, you should have bflash on both air eles, just b/c it's that fun of a skill. maybe switch draw for bflash on the first ele and switch infuse for draw on the second?
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Nov 03, 2006, 02:49 AM // 02:49
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#17
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Krytan Explorer
Join Date: Feb 2006
Guild: Venatio Illuminata [VEIL]
Profession: Me/N
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Stick with Expel, in my opinion. Against hex teams it's mighty useful, and it's still pretty good to keep your Monks and Warriors clean without them having to resort to 10 Energy to get rid of a Diversion or something.
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Nov 03, 2006, 07:31 AM // 07:31
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#18
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Wilds Pathfinder
Join Date: Mar 2005
Location: www.talkingtonoobs.com
Guild: Final Dynasty
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Personally, I've never liked Energy Surge in an adren spike build. The AoE is largely wasted before VoD because it's your only AoE. You could do the same job with energy burn and use your elite for MoR or Glyph of Energy + Gale or some new elite I haven't looked at yet.
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Nov 03, 2006, 07:38 AM // 07:38
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#19
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Wilds Pathfinder
Join Date: May 2006
Location: Aussie Trolling Crew - Diplomatic Embassy
Guild: I Have Three Pennies [Pnny] - forever in my heart <3
Profession: R/
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All the new NF mesmer elites sucketh mightily.
Mantra of Recovery is *probably* the obvious choice because it gives you a chance to abuse long recharge mesmer skills (ie shatter). Plus, put Aegis on this character and he can self-chain it, which screws up any attacking basd pressure.
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Nov 03, 2006, 08:24 AM // 08:24
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#20
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Lion's Arch Merchant
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Your hammer war has no tactics attributed skills but you leveled tactics quite high. Dump it all out to strength and max out on hammer mastery.
Besides that seems quite solid. Maybe too defensive for my liking, but it's your taste.
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