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Old Oct 25, 2006, 02:34 PM // 14:34   #1
Ascalonian Squire
 
Join Date: Oct 2006
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Default Qz build

http://gwshack.us/21649

A lot of teams run dual condition rangers build since 6v6 and it has proven to be effective and there are many version of it. People can bring a mesmer to give monks even more pressure, but I think the thing that they hate the most is Qz, not only them but it can also be effective on situations like altar capping ( Talking about the more popular Pd, the warrior can go on him and use fear me so he doesnt have any energy to interrupt or on a ranger )

In this build, I've put in a bonder that will use both bonds in every map so that Boon signet can give the healing monk 5-6 Energy every 2.5 second and since the bonder is not really affected by Qz.
First, I thought of an Oath shot ranger, but the problem was he never had enough energy to spam the traps even if those were recharged. Instead of bringing Oath shot, Ive put in Serpent's Quickness to make the recharge time of skills faster, that way you will be able to keep Qz up all the time, that is if it's not killed by someone, but it shouldn't because Dust recharges every 10-15 seconds, always try to lay down the spirit as far as possible from the enemy because the spirit is the point of this build. Also, Marksmans wager is not a commonly used Elite but in this build it is really effective because it allows the trapper to spam any skills with the fast recharge of Qz and Serpent's Quickness without Energy problem.

To sum up, I think the build is a pretty balanced and powerful.
It has stability and shield's up (10 sec shield's up with 5 sec delay for recast) for capping. Constant seeking to interrupt (Low nrg interrupt with Dshot). Heavy pressure and decent defense. The only thing about this build is it only has 1 hex removal wich is like having none against a heavy hex team so just hope that Qz will drain their energy and interrupt the first hexes which are mostly the most destructive ones ( SS, Wither, Migraine, Malaise, Reckless etc..).

Comments and suggestions pls ;p

Last edited by Little Si Woo; Oct 25, 2006 at 02:57 PM // 14:57..
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Old Oct 25, 2006, 10:06 PM // 22:06   #2
Wilds Pathfinder
 
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Join Date: Mar 2005
Location: www.talkingtonoobs.com
Guild: Final Dynasty
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Concept seems good. Just a few nitpicks:

Why do you have Marksman's Wager on your QZ guy? QZ has a 60r, so people will just kill it and you won't have another up for 65s. Also, since he has two traps and a spirit, he won't be spending as much time shooting arrows as a normal ranger, so he gets less return from that preperation. Oath Shot seems the more logical skill to me.

On your Melandru's I think Sig of Humil would fit better than Stability. It costs less energy, deals with RC, and PD is more of a problem when trying to cap the altar than Shock is.

On the Broad Head guy I'd put at least 3 points into illusion.

You Hammer guy looks good but I'd take out Sprint for Rush. You have TTL so it's better energy and lasts longer, great for relic runs as well. Also, 12+4 Ham, 10+1 Tac, and 8+1 Str seems like a much better attribute spread to me.

Boon Signet is a bad skill in my opinion. If you're running a bonder, go with a Healing Light monk, that skill is much better.
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Old Oct 25, 2006, 10:50 PM // 22:50   #3
Vax
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Guild: Quality Control [QuCo]
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W/A
Sever Artery
Gash
Dragon Slash
For Great Justice
Frenzy
Dash
Fear Me
Rez Sig
-Builds adrenaline more constant that you're warrior .. offers better cover for the frenzy .. gives more pressure by spreading more bleeding

Drop the R/Me with broadheadarrow
Me/N
Rotting Flesh
Putrid Explosion
Signet of Weariness
Energy Burn
Energy Surge
Mantra of Inscriptions
Rez Sig

R/Me
Oath Shot
Dust Trap
Flame Trap
Barb Trap
Distortion
Symbiosis/Fertile Season
Quickening Zephyr
Rez Sig
-Offers better protection for your traps and putting up spirits .. can quickly re apply spirits and traps once activated/destroyed .. has more than enough energy with even 11 expertise :\

R/Me
Distortion
Apply Posion
Practiced Stance
Debilitating Shot
Savage Shot
Distracting Shot
Seeking Arrows
Rez Sig

Blight Monk
Woh Monk
-----

Considering you can have the trapper keep the traps in the backline for defense the entire match for any of the maps there is tons of defense in my modified build
I changed / got rid of some of your people because I think they were useless
You need to have someone that is energy denial in your build if you are going to be running QZ also

Last edited by Vax; Oct 25, 2006 at 11:07 PM // 23:07..
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Old Oct 26, 2006, 01:43 AM // 01:43   #4
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I like Vax's better.
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Old Oct 26, 2006, 02:18 AM // 02:18   #5
Vax
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lol
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