Jun 15, 2008, 07:02 PM // 19:02
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#1
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Wilds Pathfinder
Join Date: Oct 2006
Location: In world with nothing to do except poker
Profession: W/Rt
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Nr&Tr Go go!
Got idea of "new" build few days ago. With few evolutions came up with this.
Frontline:
W/E
axe=12
str=12
Frenzy
Eviscerate {E}
Executioners strike
bulls strike
disrupting chop
Rush
shock
resurrection signet
W/Rt
swo=12
str=12
resto=3
crippling slash {E}
Gash
sun and moon slash
enraging charge
frenzy
rush
bulls strike
death pact signet
Pretty standard warrior bars. Sword warrior can swap enraging for disarm or savage slash if wanted. Nothing special I think
Midline:
Me/N
Dom=10
Insp=12
Fast cast= 7
Death=6
Keystone signet {E}
Signet of humility
Rotting flesh
leech signet
signet of weariness
signet of distraction
mantra of inscriptions
res sig
R/Mo
exp=12
wild=9
Marks=9
pro=2
Crippling shot {E}
savage shot
distracting shot
natural stride
mending touch
troll unguent
apply poison
resurrection signet
R/Rt
exp=12
wild=12
oath shot {E}
natures renewal
tranquility
dust trap
distracting shot
barbed arrows
whirling defense
death pact signet
This is where the wierd things start popping up. Only skillbar that has some steady base is standard crip shot bar. I'm not sure about the Me/N bar, but as it is NR/TR it can't have tainted as elite, so I think that keystone bar can't be that bad. Should be able to humility RC 24/7 and if wanted/needed, can also shut down another elite, WoH for example. Dist sig also adds more shutdownability if you can interrupt with it on steady flow. The spirit guy is pretty normal. Although, having hard rezz and barbed arrows. Dunno how much it will be able to put pressure out as spirits need to be used pretty much.
Backline:
Mo/Rt
pro=12
div=9
resto=9
restore condition {E}
spirit bond
reversal of fortune
spirit light
weapon of warding
remove hex
divine healing
aura of stability
Pretty interesting bar to play tbh. The base of this build comes from year old NR&TR build by Storm Bearers. Altho they were using ZB Monk with rit skills back then. I'm not sure about the Aura Of Stability, but as the signet mesmers are still in the meta, it should be pretty useful, especially on the oath shot to prevent KD interrupting spirits.
Mo/N
heal=12
pro=9
div=8
curses=5
Word of Healing {E}
infuse health
Signet Of Rejuvenation
patient spirit
protective spirit
cure hex
divine healing
enfeebling blood
Pretty normal WoH bar, although, running enfeebling blood and divine healing. Been thinking if Mo/A would be better, using return and dark escape instead of Enfeebling Blood and Reju sig, or something.
Flagger:
Rt/A
resto=12
chan=12
spawn=3
weapon of remedy {E}
Weapon of warding
wielders boon
dash
splinter weapon
ancestors rage
protective was kaolai
recuperation
Standard rit runner bar, nothing special.
So, I would like some comments from the build as whole, and from different bars also. The backline is kinda wierd, biggest worries are related to how the monks will be on energy, especially the RC, they are going to get bashed hard. Especially without any partywide defense, partyheals will be needed, therefore monks are carrying in total of 2 copies of divine healing accompanied with Pot from rit.
You can bash, flame or do whatever for it, hell, you can even use it
~Peace out
Last edited by Zabe; Jun 15, 2008 at 08:26 PM // 20:26..
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Jun 15, 2008, 07:25 PM // 19:25
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#2
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Jungle Guide
Join Date: Oct 2006
Location: Under a bridge
Guild: Team Quitter [QQ]
Profession: Mo/
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NR/Tranq works best with 2 wars and 2 paras imo.
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Jun 15, 2008, 07:26 PM // 19:26
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#3
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Forge Runner
Join Date: Jan 2006
Location: By the Luxon Scavenger
Guild: The Mentalists [THPK]
Profession: N/
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Ok I know I don't usually comment on GvG builds but...WTH?
Isn't tranquility builds supposed to have little to no enchants? I might understand taking patient spirit but that's about it...
I might be missing something, someone light this up please
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Jun 15, 2008, 07:32 PM // 19:32
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#4
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Wilds Pathfinder
Join Date: Oct 2006
Location: In world with nothing to do except poker
Profession: W/Rt
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Quote:
Originally Posted by Turbobusa
Ok I know I don't usually comment on GvG builds but...WTH?
Isn't tranquility builds supposed to have little to no enchants? I might understand taking patient spirit but that's about it...
I might be missing something, someone light this up please
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I want to see the nr tr build running without PS and especially without SB. Pretty much best antispike skills there is. And there is no other long lasting or casting enchantments in the build. Or well, stability, but thats pretty much to not get the spirit spammer owned by sig mesmers, it can be swapped for copy of divine healing, or signet of devotion or something.
Quote:
Originally Posted by Tab
NR/Tranq works best with 2 wars and 2 paras imo.
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Nr tr has most defense in that case yes, you can have stances on monks and all that. But the ability to shutdown and have conditions spread out are minimal compared to this. So yes, there is pros and cons, but tell me a build that hasnt
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Jun 15, 2008, 07:51 PM // 19:51
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#5
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Wilds Pathfinder
Join Date: May 2006
Location: Aussie Trolling Crew - Diplomatic Embassy
Guild: I Have Three Pennies [Pnny] - forever in my heart <3
Profession: R/
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2 warrior 3 ranger imo.
Blackout R/Me Magebane imo.
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Jun 15, 2008, 08:10 PM // 20:10
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#6
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Forge Runner
Join Date: Aug 2007
Location: WHERE DO YOU THINK
Profession: W/
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What is the point of Tactics on the first war? Am I missing something?
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Jun 15, 2008, 08:21 PM // 20:21
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#7
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Krytan Explorer
Join Date: Aug 2006
Guild: Lowbird Academy [LoW]
Profession: W/
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he is obviously using a tactics shield.
Seriously now, dont use PS in a nr/tq build, you are just giving yourself the same disadvantage as the opponent.
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Jun 15, 2008, 08:22 PM // 20:22
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#8
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Jungle Guide
Join Date: Mar 2006
Location: Droknars Forge
Guild: No Goats No Glory
Profession: Me/
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run disease condition without a cure for it is stupid.([skill]Rotting flesh[/skill])
then u will get the preassure back to you and gain nothing....
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Jun 15, 2008, 08:29 PM // 20:29
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#9
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Wilds Pathfinder
Join Date: Oct 2006
Location: In world with nothing to do except poker
Profession: W/Rt
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Quote:
Originally Posted by Kerwyn Nasilan
What is the point of Tactics on the first war? Am I missing something?
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Thx for the point. Fix'd.
Quote:
Originally Posted by Pesi
run disease condition without a cure for it is stupid.([skill]Rotting flesh[/skill])
then u will get the preassure back to you and gain nothing....
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Umm, how it doesn't gain anything? The point of the disease is to add easily spreading condition that is almost impossible to pull off from entire team if you get it sticking, and I wonder how it wouldnt stick with RC being humilitied 24/7. It just adds more pressure to the enemy.
Quote:
Originally Posted by PyrAnkh
Seriously now, dont use PS in a nr/tq build, you are just giving yourself the same disadvantage as the opponent.
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Not running PS would be most stupidest thing you could do in my opinion. You don't have any disadvantage in running it. You would give yourself great disadvantage by NOT running it imo. Only place where it is going to give huge difference, is VoD, as PS is mostly used for preprotting spikes, it isnt important will it last for 10 or 20 seconds.
Last edited by Zabe; Jun 15, 2008 at 08:32 PM // 20:32..
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Jun 15, 2008, 09:15 PM // 21:15
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#10
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Academy Page
Join Date: Feb 2007
Guild: Sign of Blood
Profession: Mo/Me
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Quite nice if one wants to run NR/TR in 1st place
Spirit builds are weak! ;D
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Jun 15, 2008, 10:26 PM // 22:26
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#11
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Desert Nomad
Join Date: Dec 2005
Guild: Straight Outta Kamadan [KMD]
Profession: Me/
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Pure was li ming or extinguish somewhere would help a lot.
The monk bars are still pretty bad, rc especially.
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Jun 16, 2008, 10:06 AM // 10:06
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#12
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Re:tired
Join Date: Nov 2005
Profession: W/
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I don't really like the Mesmer. It doesn't really seem to do much outside of rotting/humility. I'd add some kind of e-denial/management like Ether Phantom/Drain Delusions.
Quote:
Originally Posted by PyrAnkh
Seriously now, dont use PS in a nr/tq build
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Prot Spirit is an anti spike skill that has a huge duration at any decent spec, that being halved really isn't a huge blow.
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Jun 16, 2008, 10:13 AM // 10:13
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#13
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Frost Gate Guardian
Join Date: Apr 2006
Guild: Lamers ultimate Majority
Profession: Mo/
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As long as GW has been out there people have more or less been trying out some Spirit builds. It used to work very well in HA, but in GvG format there's way too many options to beat the enemy even if they had huge build advantage in plain 8on8 fight such as moving out of the range of spirit as well as splitting.
When facing some balanced build which can split it's fairly impossible to win since you're having one totally useless guy out there when fighting in smaller scale fights.
Also don't forget the huge amount of Magebanes etc. you're facing every other matches makes spirit spamming pretty much impossible in the first place.
Spirits _might_ work in straight forward maps like burning if the enemy isn't very good at this game.
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Jun 16, 2008, 12:47 PM // 12:47
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#14
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Wilds Pathfinder
Join Date: May 2006
Guild: Super Kaon Action Team [Ban]
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Pretty sure this is terrible and the 2p nr tranq is better.
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Jun 17, 2008, 11:44 PM // 23:44
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#15
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Wilds Pathfinder
Join Date: Oct 2006
Location: USA
Guild: Picnic Pioneers[asian characters]
Profession: E/Mo
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Quote:
Originally Posted by Pesi
run disease condition without a cure for it is stupid.([skill]Rotting flesh[/skill])
then u will get the preassure back to you and gain nothing....
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stop being bad
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Jun 18, 2008, 09:35 AM // 09:35
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#16
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Forge Runner
Join Date: Jun 2005
Profession: W/
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with [[magebane shot] being so damn popular atm, spirit spammers will fail horribly.
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Jun 18, 2008, 08:30 PM // 20:30
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#17
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Wilds Pathfinder
Join Date: Jun 2005
Location: Chicago
Guild: Idiot Savants [iQ]
Profession: Mo/
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Run both PS and SB in an NR/Tranq build. I feel like that needs no further explanation. NR kills the skills way more than tranq.
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Jun 18, 2008, 10:46 PM // 22:46
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#18
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Wilds Pathfinder
Join Date: May 2006
Guild: Super Kaon Action Team [Ban]
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Quote:
Originally Posted by deya
As long as GW has been out there people have more or less been trying out some Spirit builds. It used to work very well in HA, but in GvG format there's way too many options to beat the enemy even if they had huge build advantage in plain 8on8 fight such as moving out of the range of spirit as well as splitting.
When facing some balanced build which can split it's fairly impossible to win since you're having one totally useless guy out there when fighting in smaller scale fights.
Also don't forget the huge amount of Magebanes etc. you're facing every other matches makes spirit spamming pretty much impossible in the first place.
Spirits _might_ work in straight forward maps like burning if the enemy isn't very good at this game.
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You are right in every sentence here, especially the last one. People are bad at the game and there are plenty situations where a good nr/tranq build (if there is any these days) can stomp the opponent.
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