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Old Dec 23, 2010, 01:42 PM // 13:42   #21
Wilds Pathfinder
 
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Join Date: Sep 2006
Location: Pie-land
Guild: Warlords Of The Underworld [WoTU]
Profession: Mo/
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Quote:
Originally Posted by Motor Fist View Post
I am by no means an expert but couldnt this be said about anyone the e surge is only effective because the b surge is keeping frontliners off him and monks are proting and healing or something like that. It seems to me and again im no expert but the makeup of any team is what makes any one prof more or less viable to the group.
No no, you are right. But my point was that he will not gain much experience as being such a link in the chain of events. My point was simply to point out how simple the build is.
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Old Dec 23, 2010, 03:17 PM // 15:17   #22
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Join Date: Aug 2005
Guild: Fast As A Turtle[WoOm]
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Well if you look at those 3bars you will notice that the combo skills are all the same. What this basically tells you is that you can basically run any reasonable elite you want and be very effective with it. For example you can replace coward for mark of insecurity or hidden caltrops if you are running hex builds. mark will make enchantments end very fast which means you will be very effective at killing ghostly heroes in king of the hill. It is also decent in capture points since it is usually people with stances(speed buffs) that split off, mark will make stances end faster so you have time to catch up to them. Hidden caltrops in hex way means your target will be 50%slower entire game, you get to hit them more plus kiting while crippled is critical hits heaven. Plus its good in 2/3maps in HoH, you snare really well and you can prevent every minor split to your base if you play it correctly.

PS best HA sin build: Wounding strike Sin for frag spike. That team build is very OverPowered if played correctly. And the wounding sin simply outclass the derv with its self condition removal, critical chance and speed buff.

Last edited by diabiosx; Dec 23, 2010 at 03:24 PM // 15:24..
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