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Old Jan 26, 2006, 01:54 AM // 01:54   #1
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Guild: Ectos And Shards [EnS]
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Default EnS's Pressure/Degen Build

Created by the EnS people. Based on a build by Korea Friendly [KF] people.

The Mesmer, the Necro, and the Ranger form the backbone of this build by laying down a healthy blanket of disruption and degen pressure on the opposing team. This pressure is augmented by the pair of warriors who contribute the majority of the damage, as well as extra disruption.

Initially, the hexers focus on opposing damage and disruption while their composition and strategies are being assessed. Depending on the opponent, a number of things happen:

Against caster spikes, the Mesmer blankets Migraines and Arcane Conundrum across offensive casters most of the time, while the ranger focuses on interrupting key skills and disrupting the opposing team's ability to spike.

Against warrior and ranger heavy teams, the Mesmer focuses instead on opposing defense while the Ranger floats between offensive and defensive trapping, ensuring that the opposing warriors have a hard time accomplishing anything. The Necromancer's hexes contribute a significant amount of warrior and ranger hate against such teams.

Occasionally, a spike will be called. When this happens, the Necro will put Mark of Subversion on an opposing monk while the two warriors run the target down and unload their adrenal skills. If possible, spikes occur while the Runner is in the area, so that he can contribute an Orb and/or Mind Shock. The runner may also Gale a monk to prevent them from stopping the spike, depending on circumstances.

The flagger design was chosen for its ability to assist the team with Heal Party and the occasional air nuke. It doesn't quite have the solo capability found in the Crippling Shot Ranger, but it is more than capable of killing overextended targets and staying alive long enough for assistance to arrive, if necessary. It also has excellent ability to delay an opposing flagger long enough to boost in some situations. The dual exhaustion skills and lack of energy management make it unsuitable for protracted conflicts, except in the capacity of damage assistance. Against teams relying heavily on degen, the runner remains in the backline, using Breeze and Heal Party to assist the monks.

Addenum: Against the cripshot runner, send the trapper to assist the flagger. The cripshot runner's DPS and disruption are an excellent compliment to the flagger's spike capability.

NecHex

Necromancer/Mesmer
Level: 20

Soul Reaping: 6 (5+1)
Curses: 12 (11+1)
Blood Magic: 16 (12+4)
Illusion Magic: 4

- Offering of Blood [Elite] (Blood Magic)
- Life Siphon (Blood Magic)
- Blood Ritual (Blood Magic)
- Mark of Subversion (Blood Magic)
- Faintheartedness (Curses)
- Parasitic Bond (Curses)
- Distortion (Illusion Magic)
- Resurrection Signet ()
MesHex

Mesmer/Monk
Level: 20

Fast Casting: 9 (8+1)
Inspiration Magic: 11 (10+1)
Illusion Magic: 14 (12+2)

- Migraine [Elite] (Illusion Magic)
- Conjure Phantasm (Illusion Magic)
- Arcane Conundrum (Illusion Magic)
- Distortion (Illusion Magic)
- Power Drain (Inspiration Magic)
- Drain Enchantment (Inspiration Magic)
- Spirit of Failure (Inspiration Magic)
- Resurrect (Monk other)
WarEvis

Warrior/Ranger
Level: 20

Strength: 10 (9+1)
Axe Mastery: 16 (12+4)
Beast Mastery: 9

- Eviscerate [Elite] (Axe Mastery)
- Executioner's Strike (Axe Mastery)
- Disrupting Chop (Axe Mastery)
- Sprint (Strength)
- Endure Pain (Strength)
- Warrior's Cunning (Strength)
- Tiger's Fury (Beast Mastery)
- Resurrection Signet ()
WarHam

Warrior/Elementalist
Level: 20

Strength: 13 (12+1)
Hammer Mastery: 16 (12+4)

- Devastating Hammer [Elite] (Hammer Mastery)
- Irresistible Blow (Hammer Mastery)
- Crushing Blow (Hammer Mastery)
- Hammer Bash (Hammer Mastery)
- Sprint (Strength)
- Endure Pain (Strength)
- Frenzy (Warrior other)
- Resurrection Signet ()
RanCripTrap

Ranger/Mesmer
Level: 20

Expertise: 12 (12+2)
Wilderness Survival: 10 (9+1)
Marksmanship: 9 (8+1)
Illusion Magic: 4

- Crippling Shot [Elite] (Marksmanship)
- Apply Poison (Wilderness Survival)
- Barbed Trap (Wilderness Survival)
- Dust Trap (Wilderness Survival)
- Distracting Shot (Expertise)
- Debilitating Shot (Ranger other)
- Distortion (Illusion Magic)
- Resurrection Signet ()

Alternative configuration

- Nature's Renewal (Wilderness Survival) (for barrier builds)
MonkInfuse

Monk/Necromancer
Level: 20

Divine Favor: 9 (8+1)
Healing Prayers: 14 (12+2)
Protection Prayers: 3 (2+1)
Blood Magic: 10

- Heal Other (Healing Prayers)
- Orison of Healing (Healing Prayers)
- Infuse Health (Healing Prayers)
- Healing Breeze (Healing Prayers)
- Healing Touch (Healing Prayers)
- Mend Ailment (Protection Prayers)
- Holy Veil (Monk other)
- Offering of Blood [Elite] (Blood Magic)
MonkBoonProt

Monk/Necromancer
Level: 20

Divine Favor: 13 (11+2)
Protection Prayers: 11 (10+1)
Blood Magic: 10

- Divine Boon (Divine Favor)
- Signet of Devotion (Divine Favor)
- Reversal of Fortune (Protection Prayers)
- Protective Spirit (Protection Prayers)
- Guardian (Protection Prayers)
- Mend Ailment (Protection Prayers)
- Holy Veil (Monk other)
- Offering of Blood [Elite] (Blood Magic)
RunnerMindShock

Elementalist/Monk
Level: 20

Energy Storage: 10 (9+1)
Air Magic: 14 (12+2)
Healing Prayers: 9

- Mind Shock [Elite] (Air Magic)
- Lightning Orb (Air Magic)
- Enervating Charge (Air Magic)
- Windborne Speed (Air Magic)
- Gale (Air Magic)
- Healing Breeze (Healing Prayers)
- Heal Party (Healing Prayers)
- Contemplation of Purity (Divine Favor)

Last edited by Third Quarter; Jan 26, 2006 at 02:35 AM // 02:35..
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Old Jan 26, 2006, 01:58 AM // 01:58   #2
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wow... Mind Shock runner, what a site to see o.o...
now i see how EnS runs very very complicated builds...
war adrenal spike with heavy hexing. 1 word, Damn
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Old Jan 26, 2006, 03:18 AM // 03:18   #3
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Mind Shock runners are fairly common. They excel on the fire map with heal party spam and the like.
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Old Jan 28, 2006, 06:47 PM // 18:47   #4
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Just wondering, on the Mind Shock Runner, Blinding Flash could be handy, good counter against Crippling Shot Runners I think. And could help put more pressure on the other team.
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Old Jan 28, 2006, 08:06 PM // 20:06   #5
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Blinding Flash is a lot of energy for a very brief period of blinding, especially when your opponent has Mend Ailment.
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Old Jan 28, 2006, 08:39 PM // 20:39   #6
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Seems like a solid build.
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Old Jan 29, 2006, 06:40 AM // 06:40   #7
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Quote:
Originally Posted by Third Quarter
Blinding Flash is a lot of energy for a very brief period of blinding, especially when your opponent has Mend Ailment.
Not if they are the runner and it's 1v1, but that's of course if the Ele has Ele Attunement.

Last edited by yangster; Jan 29, 2006 at 06:44 AM // 06:44..
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Old Jan 29, 2006, 11:30 AM // 11:30   #8
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Even with ele attunement (which means no mind shock), its 7 energy to apply a condition that will be removed for 5 energy, therefore your fighting a losing battle.
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Old Jan 29, 2006, 11:24 PM // 23:24   #9
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he said RANGER Runner most likey r/mo with mend ail
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Old Jan 29, 2006, 11:24 PM // 23:24   #10
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Just wondering how this build has stacked up against warrior heavy split teams
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Old Jan 29, 2006, 11:54 PM // 23:54   #11
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Quote:
Originally Posted by glenn_rolfe
Just wondering how this build has stacked up against warrior heavy split teams
Having discussed the build with Third Quater, and watched it in action, I can vouch for just how well it splits. I can't quite remember how it splits, but it's still very effective.
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Old Jan 31, 2006, 03:44 AM // 03:44   #12
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It has some trouble against 4 warrior split teams due to the fact the the healer is not nearly as survivable becuase its lacking rof and guardian. Generally the split is a warrior,boon prot, crip shotter as the "gank team", with the healer, a warrior and the two casters and the flagger.

Of course theres many other ways to split it which are pretty effective.
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Old Feb 06, 2006, 12:36 PM // 12:36   #13
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That build is very close to what we're playing. However, I'm surprised to see you only bring 2 hex removals. How do you manage to defeat hex-heavy teams, like those who bring almost every warrior counter there is in the game (Faintheartedness, SoF, PoF, Water magic hexes, etc.)? We started with 3 I guess, then went with 4 or 5 including a Convert, and it still doesn't seem enough sometimes...
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Old Feb 06, 2006, 04:48 PM // 16:48   #14
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anti-warrior hexes? i am guessing the words lieutenant's and helm might come into play.

surprised that you have contemplation on the e/mo but not on the boon monk?
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Old Feb 06, 2006, 06:27 PM // 18:27   #15
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I remember someone from EnS (elrade maybe?) saying that you don't need hex removal if their hexers are always kiting or being interupted.
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Old Feb 07, 2006, 04:14 PM // 16:14   #16
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Quote:
Originally Posted by Vindexus
I remember someone from EnS (elrade maybe?) saying that you don't need hex removal if their hexers are always kiting or being interupted.
That's an interesting point of view, however this build only has two interrupts (and some KD's from the hammer war), so you'd have to make them kite a lot... and when most of the casters I see run Distortion nowadays, they don't have to cancel the spell they're casting, and will sometimes have enough time to cast another one before kiting (even more so if they have wards).

I'm not trying to say that it's impossible to beat a hex-heavy build with only 2 veils, as I just saw EnS beat FoSa, but playing a Warrior can be really frustrating these days. By example, you wait for both Warriors to be full on adre, try to coordinate a spike on a given target, and you know for sure you'll either be slowed down, blinded or the target will use Distortion when you're about to spike him... so, the fights often become some attrition war, where the first team to make a mistake takes a death.
I'm starting to wonder how long it will take before everyone starts spiking each other's out like most guilds did back in November. Granted, everyone knows how to split now, but still...
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Old Feb 09, 2006, 09:43 PM // 21:43   #17
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I think the reason we get by is probably due to how well we know how to play the build. You don't have to remove every hex, but know how to work around it and adapt. Tactics play a very key role in any successful GvG build.
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Old Feb 10, 2006, 12:25 AM // 00:25   #18
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Quote:
Originally Posted by munkieix
he said RANGER Runner most likey r/mo with mend ail
I haven't seen too many Ranger/mo runners lately, mostly Ranger/Mesmer.
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Old Feb 10, 2006, 02:54 AM // 02:54   #19
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I'd advise staying away from running hex builds. The Lts. Helm is so out of whack that you're spending 2x your energy to get your hexes to remain on the warriors and the opposing hex removal is working light duty. I'm glad it's working for you, just that there must be other means to accomplish the same end with less effort/energy usage.

Last edited by NightOwl; Feb 10, 2006 at 03:11 AM // 03:11..
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Old Feb 13, 2006, 09:45 PM // 21:45   #20
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Didn't you guys used to run Mantra of Persistance on your Me/Mo? Did you take that out because of energy management, or because of conflicts with distortion or something?

I think you'd be better off with Order of Pain instead of Mark of Subversion on the N/Mes. With the long recharge of MoS you'd be using OoP a lot more, and it would be add quite a bit of pressure.
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