May 24, 2011, 08:16 PM // 20:16
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#1
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Academy Page
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FoWSC MoP
The MoP build is very versatile, and as many of you know, the N/A, while the most widely used is probably the weakest around. It's good for beginners but completely unnecessary.
I'm looking to perhaps improve and alter my build, and perhaps get a discussion going to maximize the MoP build for all. Keep in mind this would be for PuG groups primarily, since who runs a MoP in guild runs when you can just run Mesmer Spikers?
Currently I run this.
N/P
Mark of Pain
Barbs
"It's Just a Flesh Wound"
"Fall Back" (Can be the Rez instead if your team really sucks)
You move like a Dwarf
Finish Him
Ebon Vanguard Assassin Support
Signet of Sorrow
The latter half of the bar is focused on cleanup. Because lets be honest, in a PUG group, you will lose the most of your time trying to finish off mobs.
Now with this in mind, how can we further improve this?
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May 24, 2011, 08:28 PM // 20:28
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#2
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Miss the good ol' days
Join Date: Sep 2009
Location: Where don't I live?
Profession: A/
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Tbh, N/P is absolute unnecessary, N/A has a guaranteed recharge on MoP for forge so you don't have to wait. N/P is good for Inspired Speech when a group is running only 1 warrior, and IJaFW vs FF doesn't really make a different because cons are up, yes its a shout, just instant recharge on MoP over a slightly faster condition remover anyday.
Idk this is just my opinion, yes I've ran both builds, I just prefer N/A over N/P, so I wouldn't say N/A is completely unnecessary.
Also, if you really hate running N/A. N/Me with Panic is pretty fun to screw around with, but again no instant recharge on MoP.
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May 24, 2011, 08:51 PM // 20:51
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#3
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Krytan Explorer
Join Date: Apr 2009
Guild: Gulfstream Owners
Profession: R/
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Fallback is nice on the nec (should be on the monk, but pug groups the way they are...). I'd replace signet of sorrow with we shall return. Also, you REALLY need air of superiority. Replace ymlad/fh with it. Inspired Speech was great for 1 war teams, but with the new dervs this is unnecessary since they can maintain their spikeability continuously.
I agree with the above that N/A is actually pretty good. The guaranteed recharge is nice. You can mop quickly and have 2 ebon vanguard assassins for cleanup. Most pugs just run terrible versions of it and are bad callers.
Alternatively, you can run 3x mesmer spikers or 3x rt/a spikers. I'm not sure why the rt/a spiker isn't more popular... it is a really easy and fun build.
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May 24, 2011, 09:06 PM // 21:06
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#4
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Frost Gate Guardian
Join Date: Jun 2010
Guild: Club Of A Thousand Pandas [LOD倧]
Profession: E/
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I'd suggest AoS in that bar, just for potential recharge.
And yes FH>YMLAD on the bar
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May 24, 2011, 10:09 PM // 22:09
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#5
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Ascalonian Squire
Join Date: Jan 2011
Guild: Terra Noise [Zraw]
Profession: A/
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Imo N/A is useless cuz if ur spikers are good u won't have time to cast AP anyway, then it's better to just have a N/P or whatever. I'd change the leet skill for icy veins or ss though cuz u can have a monk with ctt so u don't need a blind removal. Also, if not running the N/A bar u should have AoS.
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May 24, 2011, 11:08 PM // 23:08
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#6
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Jungle Guide
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Quote:
Originally Posted by Zhen
I'd change the leet skill for icy veins or ss though cuz u can have a monk with ctt so u don't need a blind removal.
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For standard manly's you will still need condition removal for forest (traps at bridge) and possibly battlefield.
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May 24, 2011, 11:46 PM // 23:46
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#7
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Academy Page
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I thought about dropping it for CTT! as well but he is right, it's for more than blind.
As for AP or AoS, at no point do you need to instantly recharge your MOP unless your team is really bad. It's pointless. Even in the forge, you generally have to wait for the group to walk back into themselves anyways, especially when pugs are hardly as fast as they could be.
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May 25, 2011, 05:32 AM // 05:32
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#8
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Academy Page
Join Date: Dec 2010
Profession: R/A
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The reason n/a is so nice is ap->evas->FH, ap->evas->FH. You have just so much more cleanup power.
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May 25, 2011, 05:53 AM // 05:53
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#9
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Wilds Pathfinder
Join Date: Jul 2008
Location: Fissure of Woe
Guild: [LOD]/[GS]/[DL]/[LOD*]
Profession: N/P
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K, first off, the N/A is the strongest MoP bar, not the weakest. The N/P bar with IJaFW is completely useless, and it should never be run. The only viable variant to the N/A is a n/p with Inspirational Speech, and that should only be run when using a single 100b in t3/t4 setups. That being said, the MoP slot as a whole is a somewhat outdated concept considering that VoS dervs dont even need MoP to lolspike any group in fow.
Btw, rits are superior to mesmers in terms of spiking power, speed, and survivability.
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May 25, 2011, 06:43 AM // 06:43
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#10
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Frost Gate Guardian
Join Date: Nov 2010
Location: Texas
Guild: We Gat Dis [HRUU]
Profession: A/
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If you really want pretty cleanup, try Great Dwarf Weapon. Necessary? No. Helpful for cleanup+Griffons and fun for the 100bs? Absolutely.
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May 25, 2011, 10:31 AM // 10:31
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#11
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Site Contributor
Join Date: Aug 2006
Location: UK
Guild: [Zraw]
Profession: Mo/
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Quote:
Originally Posted by Life Bringing
Btw, rits are superior to mesmers in terms of spiking power, speed, and survivability.
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With good rits and a good MT i would agree, but slower casting, deep freeze and aoe blind makes mesmers a pretty good option - even if the spikers suck everything will die because the spike is designed to survive against foes that have broken. Also not being next to the enemies on the spike means you can hide from attacks and are less likely to aggro patrolling groups. I don't see how speed is affected, mesmer spike has about a 10sec downtime between spikes which means you are always ready for the next one.
n/a is the strongest option for most groups - if your mt doesnt blow you should be spiking every 10-15s in forge - waiting for groups to settle is only an issue if you dont know what death's charge is. however i would say CTT and fall back on the monk are worth taking to make running between areas and worm killing quicker.
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May 25, 2011, 04:43 PM // 16:43
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#12
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Academy Page
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Quote:
Originally Posted by paranon
n/a is the strongest option for most groups - if your mt doesnt blow you should be spiking every 10-15s in forge - waiting for groups to settle is only an issue if you dont know what death's charge is. however i would say CTT and fall back on the monk are worth taking to make running between areas and worm killing quicker.
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Most any MT does a 360 pull, which means you have to wait for the ball to settle, for lack of a tank.
Not to mention MoP recharged in 20 seconds, not accounting for the BU.
Last edited by HotSoup; May 25, 2011 at 04:51 PM // 16:51..
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May 25, 2011, 05:09 PM // 17:09
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#13
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Site Contributor
Join Date: Aug 2006
Location: UK
Guild: [Zraw]
Profession: Mo/
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Quote:
Originally Posted by HotSoup
Most any MT does a 360 pull, which means you have to wait for the ball to settle, for lack of a tank.
Not to mention MoP recharged in 20 seconds, not accounting for the BU.
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waiting 1-5s every spike gets kinda dull, also when you are doing 360, if you dc out of the caster's range they break off you pretty much instantly, so team isn't waiting for them to settle.
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May 27, 2011, 09:23 AM // 09:23
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#14
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Wilds Pathfinder
Join Date: Nov 2006
Location: Hellsace
Guild: F*ck Yeah Ion Cannons [dBal]
Profession: W/
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Excuse my noobness, but what's CTT ?
EDIT : OK did some lurking -> "Can't touch this!"
Last edited by tipiak; May 27, 2011 at 09:40 AM // 09:40..
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