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Old May 09, 2005, 06:56 AM // 06:56   #1
Ascalonian Squire
 
Join Date: Mar 2005
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Default 2 hour fort koga domination....

tonight, I got lucky enough to get a good team, I thinks we got 30 flawless victorys, 15 victorys and 1 loss at the end of the two hour run. It was just a brilliant newb steamrolling team, I happend to be the only melee class, but had a blast, getting most of the monk and caster kills...well and the melee too, in fact, my team centered around slowing and kiting everything so I could kill it. Anywho, here is my build, very fun stuff.


w/mo

1. Sever Artery
2. Gash
3. Galrath Slash
4. Final Thrust
5. Hundred blades
6. Flurry
7. Strength of Honor
8. Free (I took judges insight just to fool around with, hardly ever used it except vs other wars, I might take restore life or something like hamstring in the future)

10 smiting prayers
10 strength
12 swordsmanship

Armor: +1 sword hat w/ sword rune.
Chest: Knights with absorbtion
Gaunts: Dragon with vigor
Legs: Dragon
Feet: Dragon

PvP sword with +15% damage while enchanted (with zealous hilt upgrade and a health pommel)

Str sheild, +50 health while above 50 or some such, I forget.

SWITCH

Smiting staff +10 energy
chance to cast faster (10%) smiting
something else..



Anyways, its very simple, as all w/mo builds are, run in, kill casters.
1. Always put SoH on first, its 1/3 to 1/5th of your damage
2. Don't Chase unless by doing so you wont be endangering your team.
3. Hundred blades is an instant 2-X adrenaline depending on how you use it, typically I run up, flurry->sever->gash->hundred->galrath->final thrust->hundred. That kills pretty much anything, if it doesnt, repeat as necessary.
4. Run if you are blind. You wont do anything while blind, run off and res someone if they are down, cast, block people (run in front of them, into them, messes up their movement)
5. Always call your conditions, call blind, call those hexes, chances are your monk (the only way to dominate koga is with a monk) will have something to take care of those)
6. Call runners, the two rangers I was teamed with were excellent with pin down.


I can break it down into two steps
1. Spam adrenal abilities.
2. Profit.


You have no self preservation abilities whatsoever, so dont worry! Just do damage, and you will be doing an insane amount of damage indeed. Wait for those stupid wars to use frenzy, then galrath, wait for the targets of opportunity to sever and such. Its a very easy and fun build to play, and even on a shitty team you are garunteed a kill or two.

Some examples of HUGE damage.

103 point galrath on a monk (how, I dont know, but it was cool)
139 damage final thrust on a WARRIOR (hammer user, but meh)
35-50 damage normal! hits on mesmers/ele
30-45 on monks/necros
21-28 on rangers/wars
All your final thrusts will hit for 90-150 on casters, its easy to time for an instant kill, even better, if your stuck at 6 adren, slap hundred blades for a quick instant damage, then final thrust.

Oh yeah, and for judges insight, its pretty much pointless against everything but warriors, but against warriors, damage jumps about 10 points, and finishers hit for much more (I think the 139 final thrust was off an insight hit)

Be amazed as you utterly destroy warriors with points in healing, be amused as you kill elementalists before you get enough adrenaline to even use galrath slash. Its fun stuff, but watch out for trap stacking rangers, and necros who dont suck.

Oh yeah, switch to the staff to cast your stuff before the fight, just for kicks, and also, if you suddenly need 10 energy in the middle of a fight, switch to the staff, magic 10 energy.

You are nothing without support, get a monk for sure, you cant healyourself, you also cant stop runners unless you bring bulls strike or something like hamstring, I had two rangers with pin down working with me, so it was fine. Remember, act like you are an ancient immortal god of destruction, and you will profit.
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