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Old Feb 19, 2006, 05:42 PM // 17:42   #1
Ascalonian Squire
 
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Join Date: Aug 2005
Location: Iowa
Guild: Jerks of Lion's Arch
Profession: W/E
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Default New 8 man build, warrior heavy (no iway)

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8 Man Team
1: W/E
 1. Frenzy
 2. Sprint                 Air Magic: 5
 3. Eviscerate {E}         Axe Mastery: 16 (12+1+3)
 4. Exec Strike            Strength: 12 (11+1)
 5. Disrupting Chop 
 6. Penetrating Blow
 7. Gale
 8. Res Signet             Equip: Axe Helm, Knights Shoes, the rest Glad

2: W/E
 1. Warrior's Cunning
 2. Sprint                 Air Magic: 5
 3. Eviscerate {E}         Axe Mastery: 16 (12+1+3)
 4. Exec Strike            Strength: 12 (11+1)
 5. Disrupting Chop 
 6. Axe Rake
 7. Gale
 8. Res Signet             Equip: Axe Helm, Knights Shoes, the rest Glad

3: W/E
 1. Sprint
 2. Eviscerate {E}         Air Magic: 5
 3. Exec Strike            Axe Mastery: 16 (12+1+3)
 4. Disrupting Chop        Strength: 9 (8+1)
 5. Ward Against Foes      Earth Magic: 9
 6. Ward Against Melee
 7. Gale
 8. Res Signet             Equip: Axe Helm, Knights Shoes, the rest Glad

4: W/E
 1. Frenzy
 2. Sprint                 Air Magic: 5
 3. Charge {E}             Swordsmanship: 15 (12+3)
 4. Final Thrust           Strength: 9 (8+1)
 5. Sever Artery           Tactics: 11 (9+1+1)
 6. Savage Slash
 7. Gale
 8. Res Signet             Equip: Ascalon Helm, the rest Glad

5. R/Me
 1. Crippling Shot {E}
 2. Apply Poison           Expertise: 14 (12+1+1)
 3. Distracting            Shot Wilderness Survival: 8 (5+3)
 4. Savage Shot            Marksmanship: 9 (8+1)
 5. Barbed Trap            Domination Magic: 8
 6. Blackout               Illusion Magic: 4
 7. Distortion
 8. Res Signet             Equip: Druids Armor, Recurve Bow, Longbow

6. R/Mo
 1. Crippling Shot {E}
 2. Troll Unguent          Expertise: 14 (11+2+1)
 3. Apply Poison           Wilderness Survival: 11 (10+1)
 4. Distracting Shot       Marksmanship: 11 (10+1)
 5. Throw Dirt
 6. Dodge
 7. Purge Conditions
 8. Res Signet             Equip: Druids Armor, Recurve Bow, Longbow

7. Mo/Me
 1. Martyr {E}
 2. Purge Conditions       Divine Favor: 10 (9+1)
 3. Mend Condition         Protection Prayors: 14 (11+1+2)
 4. Aegis                  Illusion Magic: 4
 5. Drain Enchantment      Inspiration Magic: 10
 6. Life Bond
 7. Distortion
 8. Rebirth                Equip: Prot head, tats, 20/20 wand, +12 en/+30hp

8. Mo/Me
 1. Word of Healing {E}
 2. Heal Other             Divine Favor:10 (9+1)
 3. Signet of Devotion     Healing Prayors: 14 (11+1+2
 4. Fragility              Illusion Magic: 4
 5. Spirit of Failure      Inspiration Magic: 10
 6. Distortion
 7. Purge Conditions
 8. Rebirth                Equip: Heal head, tats, 20/20 wand, +12 en/+30hp


With this build, warriors are obviously the focus. Almost every other support character has condition removal, with two cripshot hastle rangers, one of which is a flag runner, and two distortion monks, one with WoH. Signet for backup healing, decent overall protection. Warriors will all focus on one, completely shutting him down w/ gale or interrupt, then move on to next target. Rangers initially cripple one target then hastle warriors w/ crip, moving on to monks/mesmers or high damage casters. Monks get energy where they can from SoF'ing someone the ranger dust trapped, and enchant removal. Warriors attack one and throw up ward against foes up then when opposing warriors get in wait for aegis to end and then throw up ward vs melee. Sword w/e casts charge early and to help the flag runner.



Versus IWAY, neutralize order, then rangers, then wars, then pets. Sticking together here helps tons. Rangers mostly grief warriors, and aegis/wards are critical here.



Versus E-Denial, neutralize the edenial. pick off 2 at once w/ warriors split up, war 1, war 4, r6, m7 together and war 2, war 3, r5, m8 together. This is the plan for split attacks as well.


Versus Spike: Bonder bonds spikee, other monk throws on the heals, WoH being a lifesaver here. Vs Ranger spike neutralize order first.





Anyone have suggestions, comments? Something I haven't thought of or prepared for?

Last edited by djfatben; Feb 19, 2006 at 06:04 PM // 18:04..
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Old Feb 19, 2006, 10:37 PM // 22:37   #2
Forge Runner
 
Join Date: Jul 2005
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edit your build before peope call you nub :P

here some big flaw

The monks normaly dont take ress , even if they do is ress signet (i seen only korean team do that O.o) and if they want take a hard ress its not rebirth the enemy will just kill the just ressed guy and then your energy less monk.

the monk dont have any serius energy management skill , drain enhancemnet is nice , but not enough

price of failure can seem a nice skill but its your only hex so it mean a free 4-6 energy for enemy monk(inspired hex)

you just dont have hex removal ... this is like asking to be dead.

no enchancement removal ...

this is like only the 0.5% of your build probrem ...
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Old Feb 19, 2006, 10:58 PM // 22:58   #3
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against IWAY they WANT you to go for the orders nec, because you have to go through all of them first. trappers are the first targets in an iway group. and your monks are just... horrible. purge conditions? are you serious? just put like 2 points in heal and bring mend ailment.
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Old Feb 20, 2006, 09:48 AM // 09:48   #4
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6. R/Mo
1. Crippling Shot {E}
2. Troll Unguent Expertise: 14 (11+2+1)

why the hell a major rune?

build is prety standard build, but some flaws here
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Old Feb 20, 2006, 09:52 AM // 09:52   #5
Jungle Guide
 
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Quote:
Originally Posted by Elrond Afil
6. R/Mo
1. Crippling Shot {E}
2. Troll Unguent Expertise: 14 (11+2+1)

why the hell a major rune?

build is prety standard build, but some flaws here
to meet the expertise breakpoint of 10 energy skills.
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Old Feb 20, 2006, 02:28 PM // 14:28   #6
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Every time I have run disrupting chop I have always cursed the slow interrupt speed. Every time I have run distracting blow I have always been amazed at how easy it is to interrupt things. The only things you can really hit with disrupting chop are 2 second casts, unless you can time it, which is tough to do against a real person, (easy to disrupting chop the priest's heal area though) Plus you can't disrupting chop at the beginning when you need the interrupt most because you don't have adrenaline built up.

In general your warriors have alot of damage skills, but won't be doing that much damage because of a somewhat lack of shutdown. With very little outside enchantment removal and shutdown it will be somewhat difficult to drop targets with damage alone, considering all the warrior hate in hoh.
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Old Feb 20, 2006, 03:00 PM // 15:00   #7
Ascalonian Squire
 
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Guild: Jerks of Lion's Arch
Profession: W/E
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Quote:
Originally Posted by SaintGreg
Every time I have run disrupting chop I have always cursed the slow interrupt speed. Every time I have run distracting blow I have always been amazed at how easy it is to interrupt things. The only things you can really hit with disrupting chop are 2 second casts, unless you can time it, which is tough to do against a real person, (easy to disrupting chop the priest's heal area though) Plus you can't disrupting chop at the beginning when you need the interrupt most because you don't have adrenaline built up.

In general your warriors have alot of damage skills, but won't be doing that much damage because of a somewhat lack of shutdown. With very little outside enchantment removal and shutdown it will be somewhat difficult to drop targets with damage alone, considering all the warrior hate in hoh.
I've had good experiences with disrupting chop. There are a lot of 2 sec casts out there, and a lot of them are deal breakers. I've interrupted tons of res sigs with it. that's enough for me.

But you're right. I need more hex removal and enchant removal. I'd like a prot monk and a heal monk, but I honestly don't have a lot of experience with monk builds as is probably evident. Idealy, they'd have energy management, plenty of condition removal, hex removal, and enchant removal, and I'd like aegis thrown in for vs iway, and they still have to be able to heal. It was a pretty tall order and I think I fell short, but I just don't know how to build a good monk. There's a good point that I only have one hex, and that's gonna get ripped off quickly, costing the monk lots of energy instead of giving it. Any thoughts would be appreciated on fixing the monks :P
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