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Old Nov 05, 2006, 08:39 PM // 20:39   #1
Lion's Arch Merchant
 
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Default NF Hex Heavy

Note-This is all theorycraft, and my guild doesn't run 8v8 builds often at all. All characters in this build were though up individually, though After I made the build I saw alot of the same concepts at work. This isn't to say I "made it first", just to say I didn't just rip this from obs games I saw. Except Divert hexes (which I didn't look at twice until I saw tommy) and of course the YAA and Dslash buids, though useing YAA as a runner is something I didn't rip.

http://gwshack.us/f752e


Basics:
The YAA runs the flag 50-75% of the way, then the Necro runs it to the flagstand. This is to double up on flags. This build has alot of high specced prot, so our runner should get to the flag easily. You want to run flags as fast as possible to make it an 8v7 at the stand. Judges and Warmongers go on the warrior, and a when he unloads a Freezing gust is dropped on the target. The Necro and the YAAWar are meant as a Defensive split type thing if they split vs us. A mesmer can run the flag, then. If they have Incomming, drop Vocal Minory on the para in when thier runner comes in, or when you're about to do a push.

The monks are pretty crazy, and maybe not that great. All I was looking at is if Divert is pretty much win vs hex with condition degen teams, and we have a stand heal party vs pure condition teams, then what do we do if it's all direct pressure? So I looked through the skills, and alwasy wanting to use life sheath, put it in the place of BL on a BL's bar, since Divert is easily as good as two BL's. Hopefully Life Sheath is stong enough that direct pressure teams don't roll us.

Anyway, questions, comments and concerns about the build are all very welcome.
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Old Nov 05, 2006, 08:56 PM // 20:56   #2
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Instead of Arcane Conundrum... why not Frustration?
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Old Nov 06, 2006, 11:15 AM // 11:15   #3
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Aye. Frustration completely blows Arcane Conundrum out of the way; 3/4 casting time spells become easily interruptable, which is the only thing you can't interrupt normally anyway (although apparently some people can, crazy bastards). Anyway, interesting build, let us know how it works.

I would not recommend Divert Hexes on a Monk. On a Mesmer, okay, because they don't really need their Elite. But on a Monk, if you come across a team with no hexes (quite common), then your Monk has just wasted an Elite. Against single hex teams, removing only one hex would allow Blessed Light to be far superior. Of course on pure hex teams it rocks, but you know, they're not going to show up every day.

However, I have no first hand experience on if Divert Hexes works. You have no other Hex removals, so I guess you can take it for security.

On the second Mesmer, if you can drop Judge's Insight, I'd suggest so, because it then allows you to drop Signet of Illusions, freeing an Elite. You could then take Divert Hexes or Expel on him, freeing up an Elite spot on your Monk. Just my little addition, however. I personally dislike Elite hex removals on Monks because they need their bar more than Mesmers.

Last edited by Dragannia; Nov 06, 2006 at 11:28 AM // 11:28..
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Old Nov 06, 2006, 03:28 PM // 15:28   #4
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I would personally change Faintheartedness on the Necro for Price of Failure, and then add in Spirit of Failure for ETap. I'm not entirely sure what Signet of Illusions is meant to do on the first Mesmer - you have invested attribute points in all you need. Change that to Expel and get a BLight / Glimmer / whatever. Infact, make the Necro /Mo with Judges and Draw, raising Soul Reaping with the points from Illusion, and give the Mesmer Spirit (and keep the Necro change with Price). Could possibly give the second Mesmer Migraine as elite instead then.
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Old Nov 06, 2006, 04:06 PM // 16:06   #5
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It's needed for the weapon spell. He has just added the attribute points that would have been on them if he had used sig of illusion.
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Old Nov 07, 2006, 12:48 AM // 00:48   #6
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Quote:
Aye. Frustration completely blows Arcane Conundrum out of the way; 3/4 casting time spells become easily interruptable, which is the only thing you can't interrupt normally anyway (although apparently some people can, crazy bastards).
Point taken, but it's not always about the interupts. Sometimes forcing them to choose between stand there for 2 seconds is just better then 1-1/2

Quote:
Against single hex teams, removing only one hex would allow Blessed Light to be far superior. Of course on pure hex teams it rocks, but you know, they're not going to show up every day.
See, but in teams with only one, or very little hexes, BL is 75% useless anyway, since it's such an inefficiant skill unless your triggering the bonuses. In almost every situation where you'd use BL, Divert is better. This build still has spot removal, so if they only have one hex, like diversion, you're still on top of it. If they hit you with, say, shame and a water hex, Divert just got alot better then BL. Not only that, but it lets you specc to higher healing and protection, so you're more effective in other ways, like if they have no hexes. But again, pure theorycraft, we have yet to test it.
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Old Nov 07, 2006, 01:07 AM // 01:07   #7
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Quote:
Originally Posted by DieInBasra
See, but in teams with only one, or very little hexes, BL is 75% useless anyway, since it's such an inefficiant skill unless your triggering the bonuses. In almost every situation where you'd use BL, Divert is better. This build still has spot removal, so if they only have one hex, like diversion, you're still on top of it. If they hit you with, say, shame and a water hex, Divert just got alot better then BL. Not only that, but it lets you specc to higher healing and protection, so you're more effective in other ways, like if they have no hexes. But again, pure theorycraft, we have yet to test it.
However, Blessed Light comes with additional benefit of the big heal, as opposed to Divert who, on one hex, heals for barely more than Divine Favour + Boon. Also, Blessed Light Monks are stronger on the split, where there aren't really any hexes floating about (except for Crippling Anguish Mesmers), because they're more efficient in dealing with water hexes, which usually come one at a time.
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