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Old Jan 29, 2006, 01:10 PM // 13:10   #1
Wilds Pathfinder
 
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Default FnlD's Bigger Big Build

TTLHammer
Split Squad 1: Offensive

Spike, then use TTL to chain together more spikes. Your possible spike chains are
Devastating, Crushing, Mighty, Bash
Devastating, Mighty, Crushing, Bash (for when you need energy for Crushing or you need it to recharge)
Devastating,Mighty,Bash,Crushing (For when you can't frenzy)
Devastating, Might (For when that'll kill them)
Hammer Bash, Crushing (For when you just killed someone with Dev + mighty)
Mighty, Bash, Crushing (For when Devastating killed the target)


Warrior/Elementalist
Level: 20

Strength: 11 (10+1)
Tactics: 9 (8+1)
Hammer Mastery: 16 (12+4)

Earth Shaker [Elite] (Hammer Mastery)
Crushing Blow (Hammer Mastery)
Mighty Blow (Hammer Mastery)
Hammer Bash (Hammer Mastery)
Resurrection Signet ()
"To The Limit!" (Tactics)
Frenzy (Warrior other)
Sprint (Strength)


SoHFury
Split Team 1: Offensive

Keep Judges on the Warrior at all times. Use Balthazar's as often as you can, preferably when people are grouped up or the Warrior isn't about to spike a lonely target. It's worth it to wait until after he spikes so that he can get into a better position for Balths. Cover Scourge with Siphon. Use Scourge on targets the Warrior is building on.


Necromancer/Monk
Level: 20

Soul Reaping: 4 (3+1)
Blood Magic: 14 (12+2)
Smiting Prayers: 12

Scourge Healing (Smiting Prayers)
Life Siphon (Blood Magic)
Blood Ritual (Blood Magic)
Offering of Blood [Elite] (Blood Magic)
Resurrection Signet ()
Convert Hexes (Protection Prayers)
Judge's Insight (Smiting Prayers)
Balthazar's Aura (Smiting Prayers)


Migraine
Split Team 1: Offensive

Try to save Soothing for when all the Warriors train one target, as you'll get them all and it's quite an expensive skill.


Mesmer/Monk
Level: 20

Fast Casting: 8
Inspiration Magic: 12
Illusion Magic: 10

Migraine [Elite] (Illusion Magic)
Conjure Phantasm (Illusion Magic)
Soothing Images (Illusion Magic)
Inspired Hex (Inspiration Magic)
Resurrection Signet ()
Mantra of Persistence (Inspiration Magic)
Power Drain (Inspiration Magic)
Drain Enchantment (Inspiration Magic)


SpitefulGuy
Split Team 2: Defensive

Your main hex stacks are

PoF, SoF, Parasitic
Faint, Parasitic
Spiteful, Parasitic

Try to use your Failure combo on Warriors who are likely to stay alive long enough so that you get a lot of energy from SoF. Use SS on stupid Warriors who will kill themselves. Spam Parasitic on top of Scourges and Migraines and such.


Mesmer/Necromancer
Level: 20

Fast Casting: 9 (8+1)
Inspiration Magic: 12 (10+2)
Curses: 12

Price of Failure (Curses)
Spirit of Failure (Inspiration Magic)
Soul Barbs (Curses)
Parasitic Bond (Curses)
Resurrection Signet ()
Spiteful Spirit [Elite] (Curses)
Power Drain (Inspiration Magic)
Drain Enchantment (Inspiration Magic)


MigraineRes
Split Team 2: Defensive

Mesmer/Monk
Level: 20

Fast Casting: 8
Inspiration Magic: 15 (12+3)
Illusion Magic: 12 (10+2)

Migraine [Elite] (Illusion Magic)
Conjure Phantasm (Illusion Magic)
Imagined Burden (Illusion Magic)
Inspired Hex (Inspiration Magic)
Resurrect (Monk other)
Mantra of Persistence (Inspiration Magic)
Power Drain (Inspiration Magic)
Drain Enchantment (Inspiration Magic)


Distortion Infuse
If your team gets diseased, use Heal Party until you can get most of it off.

Monk/Necromancer
Level: 20

Divine Favor: 8 (7+1)
Healing Prayers: 15 (11+4)
Protection Prayers: 10 (9+1)
Blood Magic: 10

Reversal of Fortune (Protection Prayers)
Dwayna's Kiss (Healing Prayers)
Infuse Health (Healing Prayers)
Healing Touch (Healing Prayers)
Holy Veil (Monk other)
Mend Ailment (Protection Prayers)
Heal Party (Healing Prayers)
Offering of Blood [Elite] (Blood Magic)


Boon Prot
I chose Mend Condition over Mend Ailment because with Disease, 16 DF and Divine Boon it heals for 178.

Monk/Necromancer
Level: 20

Divine Favor: 16 (12+4)
Protection Prayers: 9 (8+1)
Blood Magic: 10

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


ApplyCripplingFlagger
Spread poison to as many people as possible, always look for key interupts while tabbing through. Use Serpent's Quickness to really pump out the interupts. Aim for Heal Party with Distrating Shot. Use Crippling Shot on Warriors and spike targets.

Ranger/Monk
Level: 20

Expertise: 14 (12+2)
Wilderness Survival: 11 (10+1)
Marksmanship: 9 (8+1)

Crippling Shot [Elite] (Marksmanship)
Apply Poison (Wilderness Survival)
Troll Unguent (Wilderness Survival)
Distracting Shot (Expertise)
Savage Shot (Marksmanship)
Storm Chaser (Wilderness Survival)
Mend Ailment (Protection Prayers)
Holy Veil (Monk other)

Last edited by Vindexus; Jan 29, 2006 at 01:12 PM // 13:12..
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Old Jan 30, 2006, 12:36 AM // 00:36   #2
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Just wondering, how would the runner handle a Distortion CS ranger? They could interrupt your Troll, and possibly Mend Ailment, while you'd have to shoot through Distortion, and hope that you stop their Troll.

Other than that, a fairly solid build.
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Old Jan 30, 2006, 06:18 AM // 06:18   #3
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The Hammer claims to use Earthshaker but his combo chains all feature devastating.

I you guys use this in observer mode, worked pertty well.
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Old Jan 30, 2006, 09:38 AM // 09:38   #4
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Originally the Hammer was running devastating, but we changed it to earthshaker as we felt the chance for an AoE knockdown justified the single extra adrenaline cost. Vin just forgot to update the combos.
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Old Jan 30, 2006, 12:04 PM // 12:04   #5
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Am I missing something here but doesnt earthshaker do 0 damage? If you were spiking I would definately suggest Devestating

Oh and not taking Irresitable Blow for a hammer warrior is just criminal
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Old Jan 30, 2006, 12:09 PM // 12:09   #6
JR
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Quote:
Originally Posted by tafy69
Am I missing something here but doesnt earthshaker do 0 damage? If you were spiking I would definately suggest Devestating

Oh and not taking Irresitable Blow for a hammer warrior is just criminal
Where in the Earthshaker skill description does it say "deals no damage". It does the same damage as a normal hammer swing, same as Devastating. Irresistable is nice, but crushing is better. Having a warrior that lacks the ability to deep wound is even more criminal, and taking both crushing and Irresistable can be a little energy heavy.
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Old Jan 30, 2006, 12:31 PM // 12:31   #7
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Quote:
Originally Posted by JR-
Where in the Earthshaker skill description does it say "deals no damage". It does the same damage as a normal hammer swing, same as Devastating. Irresistable is nice, but crushing is better. Having a warrior that lacks the ability to deep wound is even more criminal, and taking both crushing and Irresistable can be a little energy heavy.
Just tested it, it actually hits my mistake.

I got confused from the skill description not having the if this attack hits description like all the others

All adjacent foes are knocked down. 50% failure chance with 4 or less Hammer Mastery.
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Old Jan 30, 2006, 02:03 PM // 14:03   #8
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I like the hammer warrior build, its a alternate for my thumper, although the lack of irresitable blow makes me feel all strange, its like a sword warrior without sever artery....
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Old Jan 30, 2006, 11:01 PM // 23:01   #9
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The TTL Hammer is supposed to be able to spike in quick succession by using To the Limit to charge his adrenaline skills for the next spike. Irrestible Blow doesn't really fit because it gains no benefit from To the Limit, and it drains your energy really quickly if you're going to be spiking often.
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Old Jan 30, 2006, 11:52 PM // 23:52   #10
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Played against you guys yesterday and you were running the basics of this build still.

We never had a chance to split you up because we had an afk at the start and it screwed us. So we never got to test your ability to split.
But as a 7v7 build, it's pretty strong, at least the later version of it.
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Old Jan 31, 2006, 12:43 AM // 00:43   #11
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Quote:
Originally Posted by Warskull
Originally the Hammer was running devastating, but we changed it to earthshaker as we felt the chance for an AoE knockdown justified the single extra adrenaline cost. Vin just forgot to update the combos.
Thanks,Warskull told me about the build @ Your site,but the coding came out wrong
Thanks Alot.
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Old Jan 31, 2006, 02:08 AM // 02:08   #12
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Quote:
Originally Posted by glenn_rolfe
Played against you guys yesterday and you were running the basics of this build still.

We never had a chance to split you up because we had an afk at the start and it screwed us. So we never got to test your ability to split.
But as a 7v7 build, it's pretty strong, at least the later version of it.
We haven't changed this build for around a week. What guild are you in?
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Old Feb 07, 2006, 04:52 AM // 04:52   #13
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it was fun running this
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