Dec 30, 2005, 02:14 AM // 02:14
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#1
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Wilds Pathfinder
Join Date: Sep 2005
Location: my house
Guild: The Cutting Edge [TCE]
Profession: N/
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HoH build - balanced... i think
W/N:
1. eviscerate <e>
2. executioner's
3. frenzy
4. sprint
5. rigor mortis
6. parasitic bond
7. plague touch
8. res sig
W/N:
1. eviscerate <e>
2. executioner's
3. frenzy
4. sprint
5. malaise
6. weaken armor
7. plague touch
8. res sig
W/Mo:
1. devastating hammer <e>
2. heavy blow
3. mighty blow
4. rush
5. strength of honor
6. bane signet
7. purge signet
8. res sig
N/Me:
1. parasitic bond
2. channeling
3. arcane echo
4. feast of coruption <e>
5. desecrate enchantements
6. vampiric gaze
7. awaken the blood
8. res sig
N/Me:
1. parasitic bond
2. inspire enchantement
3. arcane echo
4. feast of corruption <e>
5. desecrate enchantements
6. consume corpse (thanks rufu)
7. death nova/well of the profane
8. res sig
E/Mo:
1. ward against harm <e>
2. water attunement
3. deep freeze
4. frozen burst
5. maelstrom
6. mend condition (thanks kabale)
7. convert hexes
8. res sig
Mo/N:
1. offering of blood <e>
2. orison of healing
3. healing seed
4. infuse health
5. heal area
6. holy vail
7. purge signet
8. res sig
Mo/Me:
1. restore conditions <e>
2. protective spirit
3. guardian
4. aegis
5. reversal of fortune
6. inspire hex
7. channeling
8. res sig
forgive me for the long character discription.
let me note that the hammer warrior is not a character i am used to, so my attemp at one can be changed.
how to run:
the warriors:
my idea is to have the W/Mo cast strength of honor on the two other warriors, and then go harass an enemy monk or spell caster. the two W/N focus on a single character, unloading all their hexes (malaise on monk) and charging the character.
the casters:
the elementalist starts off by coardinating the deep freeze with the FoC necros, so that he gets possibly a group of enemies that are together, and casts a hex on them that makes them stay together. he then goes off to interrupt and harass some monk of the enemy team. the FoC necros take the deep freeze (a hex), and follow it up with a double cast of FoC. after that, they go together as a two-man team, hexing and spiking together (FoC+desecrate/vamp).
the monks:
the monks...
the monks...
they heal and protect!
so, if you actually read through all that, then you definently have time to write your comment, whether it's "this piece of crap is so bad, i dont know where to start!" or "nice, i like it!"... please say something.
Last edited by mortalis doleo; Jan 03, 2006 at 08:33 PM // 20:33..
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Dec 30, 2005, 02:22 AM // 02:22
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#2
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Frost Gate Guardian
Join Date: Mar 2005
Location: Kent,Washington
Guild: Dei Victorae [dV]
Profession: R/
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2 Monks in Tombs??????????
No way.
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Dec 30, 2005, 03:09 AM // 03:09
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#3
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Ascalonian Squire
Join Date: Dec 2005
Guild: Just Friends
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Possibally gvg if you make, maybe the ele a runner some how.
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Dec 30, 2005, 09:13 AM // 09:13
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#4
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Wilds Pathfinder
Join Date: Sep 2005
Location: my house
Guild: The Cutting Edge [TCE]
Profession: N/
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Quote:
Originally Posted by TheCrusader
2 Monks in Tombs??????????
No way.
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first of all, it can be done...
second, if you dont like the idea, just put a healer instead of the water elementalist...
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Dec 30, 2005, 09:55 AM // 09:55
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#5
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Wilds Pathfinder
Join Date: Sep 2005
Profession: N/Me
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Quote:
Originally Posted by mortalis doleo
first of all, it can be done...
second, if you dont like the idea, just put a healer instead of the water elementalist...
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No it really cant be done... IWAY and Alter matches will be the end of your team with 2 monks
A build with 3 warriors wont get too far in tombs either, most teams are taking so much anti iway things now its just ridicilous.
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Dec 30, 2005, 10:13 AM // 10:13
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#6
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Wilds Pathfinder
Join Date: Jun 2005
Location: UK
Guild: Portrayors of Valour [pV]
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You can do it with only two monks... if you've got other things to protect yourself, such as wards and perhaps a secondary monk with some protection spells, both of which are common in tombs.
Deep Freeze + FoC is a nice idea, not too sure about the warriors with their hexes, as it'll give away the target, unless you go for the people already suffering from Deep Freeze. If you're targetting someone without a hex, they'll catch on eventually.
Stick the Rigor Mortis/Barbs on either of the necro's (maybe even 1 each) and they'll be able to cast them right when your warriors are ready to blow all their adrenaline, this will make it less predictable. Remember the target (should) be running around...If you hex him, it'll take at least another 2 seconds to catch up to him again.
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Dec 30, 2005, 11:51 AM // 11:51
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#7
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Wilds Pathfinder
Join Date: Sep 2005
Location: my house
Guild: The Cutting Edge [TCE]
Profession: N/
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well, the water elementalist has his ward because there are only two monks, but i did sacrifice healing for more power.
as for the target running so there is a need to catch up, the water elementalist is there to support the warriors. he slows the enemies and the warriors sprint. it shouldn't be 2 seconds to unload the adrealine...
i do get your point about the warriors carrying 2 hexes, making it obvious, but the FoC necros should be doing their thing, and since the FoC build is already energy heavy, i think it's dangerous for them to be using another curse, since they will be useless with no energy.
i guess i can put one warrior on weaken armor, and the other on rigor mortis... this way they can cast it together when they have adrenaline and charge, so it is not too obvious (they will get to the target pretty quickly, since that target is probably slowed, and they are sprinting...)
i still want to keep malaise there, either put it on both warriors, or put parasitic on the rigir mortis one (cover hex), and drop barbs. malaise is not against the targets the warriors are rushing, it's on monks or spellcasters, to hurt their ability to either heal or cast spells.
note, the warriors should be attacking one character to gain adrenaline, then for the adrenaline spike they should switch character, so that character probably isn't running...
as for tafy, i assume that by anti-iway you reffer to wards, aegis (and the likes) and life bonds. the curses the warriors are carrying render the wards and aegis useless, and life bonds are brought down by either killing the protector, or removing the enchantement with the necro's help (although those enchantements only make desecrate stronger).
necros should target groups, and where there are none, they target high armor characters (warriors and rangers). the warriors harass the monks and other spellcasters.
as for altar maps... the FoC damage has a large AoE radius, making it very effective in altar maps, where people tend to bunch up in the center (warriors attacking the ghostly hero).
Last edited by mortalis doleo; Dec 30, 2005 at 11:59 AM // 11:59..
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Dec 30, 2005, 05:05 PM // 17:05
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#8
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Academy Page
Join Date: Aug 2005
Profession: Mo/Me
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ward against foes is also good so monks can easily run away
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Dec 30, 2005, 05:35 PM // 17:35
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#9
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Wilds Pathfinder
Join Date: Sep 2005
Location: my house
Guild: The Cutting Edge [TCE]
Profession: N/
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i know, but i was never able to make a good water/earth elementalist with a large enough pool of energy... if you can pull it off, it can be switched for rust...
but i still think water magic is enough to slow down the enemies. ice prison alone can cripple a warrior for a long time...
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Dec 31, 2005, 09:09 PM // 21:09
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#10
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Wilds Pathfinder
Join Date: Sep 2005
Location: my house
Guild: The Cutting Edge [TCE]
Profession: N/
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mini-bump
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Jan 03, 2006, 03:40 PM // 15:40
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#11
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Academy Page
Join Date: Jul 2005
Location: Canada
Guild: Servants of Fortuna
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I like the idea of the water ele and FoC necros, might work well. I also like the W/N's with plague. However, I don't know if them carrying all those hexes is such a great idea. Maybe one on each, but you'd still need a cover hex, which could be achieved byh talking with the necros. Also, for the necros energy management, you might want to consider throwing channeling in there. It's a great energy management skill, and in combination with soul reaping, should be pretty effective at keeping their energy high. Also, imo, malaise is a bad skill as people can just switch their offhand. Last note, might want to throw in some corpse control. Overall, a nice original build. Congrats.
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Jan 03, 2006, 08:26 PM // 20:26
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#12
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Wilds Pathfinder
Join Date: Sep 2005
Location: my house
Guild: The Cutting Edge [TCE]
Profession: N/
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well, i added parasitic bond in place of barbs and used this:
1 W/N - parasitic + rigor
1 W/N - malaise + weaken
the first W/N covers his own rigor (being the most important hex), and malaise being covered either by a necromancer hex, a water hex or the other warrior's parasitic bond (hexes aren't hard to find in this build )
as for malaise, switching the secondary to counter malaise is good if your energy is already low, but malaise is used at the beggining, on a caster. this way, to counter it, the caster will have to reduce his energy first, making the malaise take some effect...
i also tweaked some things with the ele and the necros...
edit:
now i just need to find a guild that has more than 8 people so i can try this out
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Jan 04, 2006, 12:04 PM // 12:04
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#13
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Lion's Arch Merchant
Join Date: Oct 2005
Location: Australia
Guild: Shameful Spirits
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You can try to run two boon prots, and have that E/Mo run Heal Party. The boon prots have to be good; but it works-I haven't tried that backline myself, but I've seen it done recently; quite impressive . Whatever you do, you'd have to run a booner as a prot for sure, I just don't think the single healer will be able to keep up with the damage.
I don't think ward camping in WAH is a good idea; trappers (and there are many) will punish you badly.
That hammer warrior-I'm quite concerned that he has no quick adrenaline gain skills. He has no energy regen either; I don't think Strength of Honour will make too much of a difference. And although the warriors spiking by applying hexes is a nice idea, any half-decent prot will catch on really, really quickly. It's going to be really, really obvious as to who they're going to spike, as those necro hexes take ages to cast. All it needs is a prot spirit on the called target and you're faced with the choice of abandoning your hexed target, or attacking and having your spike damage almost halved.
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Jan 04, 2006, 01:39 PM // 13:39
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#14
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Krytan Explorer
Join Date: Jul 2005
Location: NYC
Guild: Squee Squeeeeeeeeeeeeee [yay]
Profession: Mo/
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I don't think a warrior's energy pool can handle casting that many hexes, as well as use frenzy + sprint in his build... Why not have the necro do weaken armor instead? Or maybe a mesmer for a fast cast on it even. And if you're running only 2 monks, you need a bit of help in healing. Maybe the E/Mo can run heal party + ether prodigy instead of ward against harm... or one of the necros can bring blood ritual.
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Jan 04, 2006, 11:03 PM // 23:03
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#15
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Wilds Pathfinder
Join Date: Jun 2005
Location: New York City
Guild: Wisdom of the Raven [MyM]
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There is actually a build that many players use, it involves 1 Mo/N and 1 Mo/Me. Idiot Savants guild runs this very often and makes HoH.
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Jan 05, 2006, 01:17 AM // 01:17
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#16
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Lion's Arch Merchant
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I'm a bit tired for a full critique, but don't use purge signet on a monk, especially with a two monk backline. It will hurt more than it helps vs mass hexes.
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