Mar 25, 2010, 01:24 AM // 01:24
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#21
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Furnace Stoker
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Quote:
Originally Posted by Life Bringing
The 6 hero build was the one I quoted =\ Two PwKs, Life, Recovery, and a blood bond isn't enough to make hexes insignificant?
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I was quoting what you said in the context of the OP's 3-heroes build, and not the other pvx 6 heroes build. For that 6 heroes build, why wouldn't it have hex removal since it already has cure hex and smite hex?
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Mar 25, 2010, 03:59 PM // 15:59
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#22
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Krytan Explorer
Join Date: Dec 2008
Location: State College, Pennsylvania, United States
Guild: Zealots of Shiverpeak [ZoS]
Profession: W/
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imo 2 hex removal skills isnt enough for any team. although i will admit its a weak comparison, hexway in pvp shows how deadly hexes can be.
but maybe thats just me - im always worried about shutdown preventing my imbagon from doing his job, thus dropping sy and thus leaving the team open for attack.
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Apr 04, 2010, 10:36 PM // 22:36
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#23
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Jungle Guide
Join Date: Apr 2005
Location: Netherlands
Profession: Mo/W
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Slightly off topic: I use this variation for magic users; but it can be used with every prime chr. as a tank as well:
Minion master; Same as mentioned (OANDUsldSoByBJgbhLCTBVVGNA)
Monk/necro: Discord; Barbed Signet; Dark Pact; Oppressive gaze; Blood ritual; Judges Intervention; Holy wrath; Castigation signet
9 blood 12 death 9 smiting (OghjwshqoOXzyJGzbKNncDTaBA)
Ele/Rit: Signet of spirits; Bloodsong; Splinter weapon; Ancestor’s rage; Mend body and soul; Spirit light; Protective was Kaolai; Aura of restoration
11 energy 10 restor. 10 chan. (OghjwshqoOXzyJGzbKNncDTaBA)
Works great with my main chr: Ele/necro. Necrosis; Parasitic Bond; Mark of Rodgort; Lava Arrows; Glowing Gaze; Aura of Restoration + 2 optional slots.
Note that in this case Parasitic bond serves as the trigger for both Necrosis and Discord, while giving a nice health bonus; 2 slots optional. If its for powerplay I use them for Ursan Blessing and Vanguard Sniper support. Thats why any tank should be able to have benefit from this hero team as well
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Apr 05, 2010, 12:00 AM // 00:00
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#24
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Lion's Arch Merchant
Join Date: Dec 2007
Location: The Dirtiest Parts Of My Mind
Guild: Phlying Skwirls[PS]
Profession: N/
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The problem we have coming up with supporting bars for physical players is that now there's just too much stuff we want to cram in there.
Between Orders (Pain/DF, OotV/MoF, Pain/DF/MoF)
Prot/Redbarring
Splinter/SoS/Ancestor's Rage
SoH/Smite Condition/Hex
MM
MoP
???
We have to decide what we can lose. It seems like Orders and MM's are mutually exclusive. Orders would have pretty obvious benefits, but I wouldn't rule out MMs because they're considerably more versatile. Also, I'm having trouble supporting teams with no prots/redbars.
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Apr 08, 2010, 03:21 PM // 15:21
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#25
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Furnace Stoker
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Quote:
Originally Posted by syphonus
We have to decide what we can lose. It seems like Orders and MM's are mutually exclusive. Orders would have pretty obvious benefits, but I wouldn't rule out MMs because they're considerably more versatile. Also, I'm having trouble supporting teams with no prots/redbars.
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I agree. The problem with 3-heroes for a physical is that you can't fit everything that you want in there so you have to sort out what you really need and what are the nice-to-haves.
What are the needs: Some prots, nice to be able to pre-PS before aggro. Condition Removal, and some red barring. Nice-to-haves: hex removal, physical buffs (e.g. SoH, Barbs, Orders, Splinter, MoF), minions, spirits.
Of course some physical buffs are more useful than others and some are easier to provide than others. I would usually take Splinter and SoH because they are easier to bring and are more useful for a physical.
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