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Old Mar 14, 2006, 01:03 AM // 01:03   #1
Wilds Pathfinder
 
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Default Just Another Hex Build

The basis of this build is to get a bit of degen going and to use the Ele and the Warrior for some nice pressure damage. The damage mitigation is fairly good, although I'm not sure this is worth running since CoP warriors are going to be the new metagame.

W/Mo
12+4 Axe mastery
12+1 Strength

Eviscerate*
Executioner's Strike
Penetrating Blow
Disrupting Chop
Frenzy
Rush
Bull's Strike
Res Sig

This guy runs around hitting people. Disrupting Chop is there almost solely for Heal Parties.

Mo/E
12+4 Smiting Prayers
12+1 Protection Prayers

Scourge Healing
Judge's Insight
Balthazar's Aura
Glyph of Energy*
Aegis
Glyph of Lesser Energy
Purge Signet
Res Sig

I stole this character from nT and replaced Ward Against Foes with Aegis because the Water ele offers some good ground control and Aegis is amazing.

N/Mo
10+2 Blood Magic
11 Healing Prayers
8+1 Death Magic
6+1 Curses

Offering of Blood*
Life Siphon
Parasitic Bond
Shadow of Fear
Rotting Flesh
Blood Ritual
Heal Party
Res Sig

N/Mo is the best character. He offers decent hex degen and the Rotting really pushes it up a notch. Shadow of Fear because it was OP before and it's rizdifolous now. Blood Ritual because everybody and their mother runs Surge/Burn mesmers. Heal Party cause it's awesome and because we have no Disease control.

Me/Mo
10+2 Illusion Magic
12+3 Inspiration Magic
8+1 Fast Casting

Migraine*
Arcane Conundrum
Conjure Phantasm
Mantra of Persistance
Spirit of Failure
Inspired Hex
Power Drain
Ressurect

ATTENTION SCRUBS: Migraine isn't a hex you use so that you can camp a monk. You Migraine a target, spread some Conjure, then AC a target, spread more Conjure. Let the Axe Warrior get the interupts because his disable for 20s. The only time you should wait to interupt someone is when you need the PDrain energy. Coordinate Spirit of Failure with Blurred Vision to help your energy out.

E/Mo
11+4 Water Magic
10+1 Energy Storage
10 Healing Prayers

Ether Prodigy*
Deep Freeze
Ice Spikes
Shard Storm
Blurred Vision
Rust (ZOMGFZGOMZFOMGZGOZGMZG!?!?!)
Heal Party
Res Sig

Snare so that the Warrior can beat on a target while hurting them with Balth's Aura. Blurred Vision on Warriors and Rangers (duh). Use Rust on all those Heal Sig warriors and SoW mesmers.

Mo/Me Boon Prot
12+4 Divine Favor
9+1 Prot
9 Inspiration

Reversal of Fortune
Guardian
Mend Condition
Signet of Devotion
Divine Boon
Contemplation of Purity
Energy Drain
Drain Enchantment

Mo/Me
11+4 Healing Prayers
8+1 Protection Prayers
8+1 Divine Favor
8 Inspiration

Word of Healing*
Orison of Healing
Reversal of Fortune
Protective Spirit
Mend Ailment
Drain Enchantment
Inspired Hex
Heal Party

E/Mo Runner
12+2 Air Magic
10+1 Energy Storage
8 Healing Prayers

Ether Prodigy*
Lightning Orb
Enervating Charge
Blinding Flash
Healing Breeze
Gale
Heal Party
Windborne Speed
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Old Mar 14, 2006, 04:05 AM // 04:05   #2
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I think thats too many copies of heal party, maybe it's just me but 4 seem like too many .

Mod Edit: I fixed the build's attributes. Vin didn't double check his post

Last edited by Farin; Mar 14, 2006 at 04:08 AM // 04:08..
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Old Mar 14, 2006, 04:18 AM // 04:18   #3
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CoP warriors are only good when their build has enough global enchantments to make them good, making them very specific and linear builds. I really dont think they will dominate the metagame as in every single team will have them, itll just be more that the globalenchant/cop war build will be something youll come up against from time to time, and will have to be prepared against.

About the build, tho, very good. Looks very similar to the EnS build posted here a little whle ago, tho I think that I like that one more because it has a second warrior Id ask, how is that smiter at all more useful than a second warrior? Balths and Scourge Healing really dont look as scary as a deva chain to me
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Old Mar 14, 2006, 04:26 AM // 04:26   #4
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Quote:
Originally Posted by Neo-LD
About the build, tho, very good. Looks very similar to the EnS build posted here a little whle ago, tho I think that I like that one more because it has a second warrior Id ask, how is that smiter at all more useful than a second warrior? Balths and Scourge Healing really dont look as scary as a deva chain to me
I chose the Mo/E for it's AoE to chase people out of wards, the high spec Scourge Healing, the Purge Signet that comes with it, Aegis, and the ability to buff our offense without having to worry about getting shutdown since Lt's helm got teh pwnz0r3d.
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Old Mar 14, 2006, 06:18 AM // 06:18   #5
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I don't see a problem with 4 heal parties as it creates an extemely strong heal base that is tough to attack through. If you decide to cut down to 3, then why would you take it off of the Mo/Me who has THE powerful one at 15 HP? Why not take it off the N/Mo to make this player's other attributes more efficient? I've run a 15 Healing Prayers heal party on an SB/Infuse monk in Heroes Ascent with active energy management from inspiration and can testify to its power.

Mod Edit: I fixed the attributes. Vin was in a hurry when he made the build.
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Old Mar 19, 2006, 10:33 AM // 10:33   #6
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Quote:
Originally Posted by Vindexus
Rust (ZOMGFZGOMZFOMGZGOZGMZG!?!?!)

Snare so that the Warrior can beat on a target while hurting them with Balth's Aura. Blurred Vision on Warriors and Rangers (duh). Use Rust on all those Heal Sig warriors and SoW mesmers.
I was thinking about Rust against those Signet of Devotion / Blessed Signet bonders...Have not tried it though. How does that work?

Louis,
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Old Mar 19, 2006, 10:42 AM // 10:42   #7
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Quote:
Originally Posted by Louis Ste Colombe
I was thinking about Rust against those Signet of Devotion / Blessed Signet bonders...Have not tried it though. How does that work?

Louis,
Rust would mostly be there for the Heal Sig warriors, would work great on a monk with signet too. Also good on Mesmers with humility/weariness signets.
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Old Mar 21, 2006, 02:36 AM // 02:36   #8
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Meh, unless you have dedicated interupters, rust just isn't worth it on anyone except maybe a monk that uses blessed sig or devotion.
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Old Mar 21, 2006, 02:53 AM // 02:53   #9
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Quote:
Originally Posted by I Will Avenge Me
Meh, unless you have dedicated interupters, rust just isn't worth it on anyone except maybe a monk that uses blessed sig or devotion.
Or Heal Signet warriors or Mesmers with Signet of Weariness.
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Old Mar 21, 2006, 02:56 AM // 02:56   #10
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Quote:
Originally Posted by I Will Avenge Me
Meh, unless you have dedicated interupters, rust just isn't worth it on anyone except maybe a monk that uses blessed sig or devotion.
You don't think that forcing a warrior to stand still and eat the -40 armor for 6 whole seconds, just to get off a 115 hp heal, is worth it? Forcing the enemy to wait 9 seconds for a res instead of 3 isn't worth it? Signets already require a fairly hefty time commitment, and with rust they just become too inefficent and too painful to use. At the very least you make sure that enemy warriors won't be able to spam heal sig (which is a great counter to degen/hex stacking on warriors) and if you play smart you should be able to track who still has res sigs and use rust to slow down key resses (oh noes, our monk died and we only have one sig left but it is taking forever oh shit he ressed at base!).

I'm not saying that rust is a great skill, but in a hex build that already has a water ele it is a perfect fit.

EDIT: I forgot to ask, do you have trouble with spike teams without an infuse monk? Do you simply rely on offensive disruption and pressure to power right through them, or do you attempt to split them up?

Last edited by Blaine Derrick; Mar 21, 2006 at 03:03 AM // 03:03..
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Old Mar 21, 2006, 04:41 AM // 04:41   #11
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Quote:
Originally Posted by Blaine Derrick
EDIT: I forgot to ask, do you have trouble with spike teams without an infuse monk? Do you simply rely on offensive disruption and pressure to power right through them, or do you attempt to split them up?
Actually I made this build before the metagame started shifting heavily towards spike. I changed to a EDrain Infuse/Other monk and I've been thinking of changing the Mo/E to a Mo/Me with Edrain, Power Drain and Power Leak for more spike disruption.
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