May 10, 2008, 01:12 AM // 01:12
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#1
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Ascalonian Squire
Join Date: Jan 2006
Guild: Neo Illumunati (the new light)
Profession: R/Mo
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AB Balanced Build
[build prof=W/A name="Hammer" Str=9+1 Ham=12+2 Sha=9][Enraging Charge][Deaths Charge][Bulls Strike][Flail][Devastating Hammer][Crushing Blow][Heavy Blow][Rush][/build]
[build prof=R/P name="CripShot" Exp=9+1 Mar=12+2 Wil=9+1 Com=3][Crippling Shot][Savage Shot][Distracting Shot][Apply Poison][Natural Stride][Remedy Signet][Fall Back][Troll Unguent][/build]
[build prof=E/Ri name="AoE" Ene=9+1 Air=5+1 Fir=12+2 Res=8][Smoldering Embers][Mark of Rodgort][Savannah Heat][Liquid Flame][Weapon of Warding][Glyph of Lesser Energy][Fire Attunement][Gale][/build]
[build prof=Mo/Ne name="Monk" Div=12+1 Pro=12+2 Cur=3][Zealous Benediction][Reversal of Fortune][Guardian][Dismiss Condition][Holy Veil][Spirit Bond][Signet of Devotion][Rend Enchantments][/build]
Mostly this is to be used for capping, and causing your team to win. You have all the tools available to do so.
When encountering other groups, it is not important to destroy them, and waste time, but rather to effectively use your time, to get them to retreat cap and keep moving... your three goals are...
1: Cap Shrines
2: Keep Rez Shrine in Possession
3: Create numerical advantages at shrines
*Kill 1 member of their group
*Kill NPC's
*Cap
*Kill Group
*Move
usually u can do this by showing your ability to destroy their monk, and they will run...
What you think?
Last edited by TheTrueTroop; May 10, 2008 at 02:12 PM // 14:12..
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May 10, 2008, 01:31 AM // 01:31
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#2
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Departed from Tyria
Join Date: May 2007
Guild: Clan Dethryche [dth]
Profession: R/
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Looks okay. You have Communing in your Ranger bar instead of Command.
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May 10, 2008, 01:45 AM // 01:45
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#3
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Krytan Explorer
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[build prof=W/E name="Conjure Eviscerate" Str=9+1 Ham=12+2 Wat=10][Eviscerate][Executioner's Strike][Bulls Strike][Agonizing Chop][Frenzy][Rush][Conjure Frost][Shield Bash][/build]
[build prof=R/Mo name="CripShot" Exp=12+1 Mar=9+2 Wil=9+1 Pro=3][Burning Arrow][Savage Shot][Distracting Shot][Apply Poison][Natural Stride][Pin Down][Mending Touch][Troll Unguent][/build]
[build prof=E name="AoE" Ene=9+1 Air=9+1 Fir=12+2][Rodgort's Invocation][Immolate][Savannah Heat][Liquid Flame][Blinding Flash][Glyph of Lesser Energy][Fire Attunement][Storm Djinn's Haste][/build]
[build prof=Mo/A name="Monk" Div=9+1 Hea=12+2 Pro=9+1 Sha=3][Word of Healing][Signet of Rejuvenation][Guardian][Patient Spirit][Holy Veil][Dismiss Condition][Dark Escape][Dash][/build]
Hammer warriors over lack the mobility to do AB that well (fun but still very inefficient at times), I was thinking of keeping it but i decided to edit again to what i normally use. (swap elemental weapon w/ attributes/correct conjure accordinly)
Sticking all the speed buffs on one character is bad, Burning arrow adds more damage when you skirmish and pin down is more than enough on snaring. The ranger can now split off and do considerable damage without assistance.
Needed to add a speed buff into ele's bar (more flexibility on all characters), savannah heat and rodgorts(staple skill for damage dealing) is enough damage to wipe almost any shrine, Immolate keeps more damage flowing and easily more flexible with swapping targets.
Word of healing is a stronger skill than Zealous Benediction in that you can miss 50% and not lose that energy. Dark Escape and dash allows for more survivability on the monk, less reliant on ranger to keep speed buffs going. Signet of Devotion always seemed like a waste to me, 2 seconds for some poor healing if it's not like 12 DF.
Not sure if i got attributes right...
Last edited by itsvictor; May 10, 2008 at 02:07 AM // 02:07..
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May 10, 2008, 02:00 AM // 02:00
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#4
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über těk-nĭsh'ən
Join Date: Jan 2006
Location: Canada
Profession: R/
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a few things that i've noticed:
1) hammer warriors are ill-suited for AB. they take too long to build adrenaline, they are not mobile enough, and they are simply too fragile. A shock axe can deliver KDs as well, have the ~28% damage reduction from a shield, and can build up+unload far quicker.
2) you have the attributes on the cripshot wrong. it should be 12+2 expertise and 9+1 marks, not the other way around. using "fall back!" is interesting, but i'd rather each character carry their own speed buff, instead of a shout that's down most of the time. it's pretty costly too, since it isn't reduced by expertise.
3) smothering amber is a pretty crummy skill. you'll be much better off bringing something like fireball, since you have mark of rodgort for the burning already. i'm not sure what the point of weapon of warding is, since you already have guardian.
4) you have points specced into heal just for one skill (and it's a pretty marginal one at that). with ZB, there's no need for patient spirit. sig of devotion is pretty terrible as well. last but no least, your build cannot remove conditions. only the ranger can self remove conditions. with most of your damage coming from the warrior, it's to your best interest to keep him clear of blind and other conditions.
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May 10, 2008, 02:01 AM // 02:01
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#5
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Furnace Stoker
Join Date: Oct 2005
Guild: Inde is Smoking [Hawt] *ToA*
Profession: W/E
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Mending touch is better off then remedy signet, and I'd rather have rend on another char then the monk.
The ele can use work.
But it looks pretty good.
Edit: dunno moriz 13 exp 12 marks 9 wild has always been pretty good.
nevermind cripshot is 5 e at 13 exp and 4 at 14 exp.
Last edited by ShadowsRequiem; May 10, 2008 at 02:08 AM // 02:08..
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May 10, 2008, 02:08 AM // 02:08
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#6
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über těk-nĭsh'ən
Join Date: Jan 2006
Location: Canada
Profession: R/
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the breakpoint for 10e skills is at 14 expertise, where they cost 4 energy. at 13 expertise, they cost 5 energy.
how long the cripple last is mostly irrelevant. if you want a longer cripple, use a crippling bow. at 10 marks, it lengthens the cripple duration to 8 seconds.
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May 10, 2008, 02:12 AM // 02:12
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#7
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Furnace Stoker
Join Date: Oct 2005
Guild: Inde is Smoking [Hawt] *ToA*
Profession: W/E
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Quote:
Originally Posted by moriz
the breakpoint for 10e skills is at 14 expertise, where they cost 4 energy. at 13 expertise, they cost 5 energy.
how long the cripple last is mostly irrelevant. if you want a longer cripple, use a crippling bow. at 10 marks, it lengthens the cripple duration to 8 seconds.
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Yah i'm always using a crippling bow. Its 1e difference for a longer cripple.... not bad, but I dont see how having a longer crip is bad. Even if you've got someone with mending touch you're using crip covered by posion covered by bleeding.
Guess its personal preference :P
Last edited by ShadowsRequiem; May 10, 2008 at 02:15 AM // 02:15..
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May 10, 2008, 10:05 AM // 10:05
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#8
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Wilds Pathfinder
Join Date: Nov 2005
Location: London, UK
Guild: Rite Of Passage [RP]
Profession: E/Mo
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Hammer is awesome everywhere. If your in a team and have support, hammer is amazing. Mobility isn't a prob if you run a 3 stance hammer bar like most hammers. Dropping Hammer Bash is a good way of keeping AD up, but it's really not necessary.
Also not having to use Frenzy somewhere as random as AB is pretty big deal.
How can Earth Shaker be ill-suited anywhere (Ignores Balthazar's Pendulum nonsense)!? Candidate for best war elite in the game. It's certainly the most fun. Moriz you are not allowed to play anything but hammer for the next 2 weeks ^_^...
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May 10, 2008, 12:42 PM // 12:42
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#9
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über těk-nĭsh'ən
Join Date: Jan 2006
Location: Canada
Profession: R/
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yes, a hammer is great if you have team support. however, a shock axe with team support is even better.
a structured team in AB should pretty much be in full push mode all the time, and a shock axe, with its faster adrenaline build and much better attack speed, is simply better suited.
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May 10, 2008, 04:37 PM // 16:37
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#10
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Lion's Arch Merchant
Join Date: Mar 2008
Location: New England
Guild: Warriors of Wynd [WoW]
Profession: W/
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Quote:
Originally Posted by TheTrueTroop
When encountering other groups, it is not important to destroy them, and waste time, but rather to effectively use your time, to get them to retreat cap and keep moving... your three goals are...
1: Cap Shrines
2: Keep Rez Shrine in Possession
3: Create numerical advantages at shrines
*Kill 1 member of their group
*Kill NPC's
*Cap
*Kill Group
*Move
usually u can do this by showing your ability to destroy their monk, and they will run...
What you think?
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I think you've the right idea about how to cap and fight correctly, even if the builds might seem less than perfect. My squad plays balanced team builds, generally built around a Warrior, and a healer Monk.
Weakening your opponents vice killing them have a sound tactic. Let them run around capping one man short, or spend time regrouping.
I don't believe in killing healer monks or rits in AB; solo healers can hold a shrine with NPC's for a bit, but can't cap one by themselves. Priority targets for my squad are casters (Necros, Eles, Mesmers) and assassins, primarily because of the fast damage they can do to a caster or a NPC shrine.
I adjusted your priorities along my line of thinking:
1: Cap Shrines (as a team, four members yields maximum capture speed)
2: Create numerical advantages at shrines (fight with your NPC's supporting you, and don't fight the mob)
3: Keep Rez Shrine in Possession (without standing and defending it; let it be captured and recap it quickly and frequently)
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May 12, 2008, 01:34 AM // 01:34
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#11
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Forge Runner
Join Date: Jun 2005
Profession: W/
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Quote:
Originally Posted by itsvictor
[build prof=W/E name="Conjure Eviscerate" Str=9+1 axe=12+2 Wat=10][Eviscerate][Executioner's Strike][Bulls Strike][Agonizing Chop][Frenzy][Rush][Conjure Frost][Shield Bash][/build]
[build prof=R/Mo name="CripShot" Exp=12+1 Mar=9+2 Wil=9+1 Pro=3][Burning Arrow][Savage Shot][Distracting Shot][Apply Poison][Natural Stride][Pin Down][Mending Touch][Troll Unguent][/build]
[build prof=E name="AoE" Ene=9+1 Air=9+1 Fir=12+2][Rodgort's Invocation][Immolate][Savannah Heat][Liquid Flame][Blinding Flash][Glyph of Lesser Energy][Fire Attunement][Storm Djinn's Haste][/build]
[build prof=Mo/A name="Monk" Div=9+1 Hea=12+2 Pro=9+1 Sha=3][Word of Healing][Signet of Rejuvenation][Guardian][Patient Spirit][Holy Veil][Dismiss Condition][Dark Escape][Dash][/build]
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imo a better version than the one the OP posted.
However, i'd do a different warrior :
[build prof=W/E name="Conjure Eviscerate" Str=9+1 axe=12+2 air=10][Eviscerate][Executioner's Strike][Bulls Strike][Agonizing Chop][Frenzy][Rush][Conjure lightning][shock][/build]
Reason being overall [[shock] is better than [[shield bash], despite the exhaustion, as it can be used for more than just KDing someone that's attacking you.
On the monk, [[return] instead of [[dash] is another option.
Last edited by RotteN; May 12, 2008 at 01:37 AM // 01:37..
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May 12, 2008, 03:33 AM // 03:33
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#12
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Lion's Arch Merchant
Join Date: Nov 2007
Location: Great Soviet California!
Guild: Deputy Glitter's Shoe Squad [ghey]
Profession: Me/
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All of these builds are fine, just as long as you have.
a. Someone to kill people, warrior, derv, sin.
b. Someone to blow up shrines, ele or rit.
c. Someone to heal you, monk.
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May 12, 2008, 06:36 AM // 06:36
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#13
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Desert Nomad
Join Date: Dec 2007
Location: USA
Guild: [Thay]
Profession: R/Mo
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Quote:
Originally Posted by itsvictor
[build prof=W/E name="Conjure Eviscerate" Str=9+1 Ham=12+2 Wat=10][Eviscerate][Executioner's Strike][Bulls Strike][Agonizing Chop][Frenzy][Rush][Conjure Frost][Shield Bash][/build]
[build prof=R/Mo name="CripShot" Exp=12+1 Mar=9+2 Wil=9+1 Pro=3][Burning Arrow][Savage Shot][Distracting Shot][Apply Poison][Natural Stride][Pin Down][Mending Touch][Troll Unguent][/build]
[build prof=E name="AoE" Ene=9+1 Air=9+1 Fir=12+2][Rodgort's Invocation][Immolate][Savannah Heat][Liquid Flame][Blinding Flash][Glyph of Lesser Energy][Fire Attunement][Storm Djinn's Haste][/build]
[build prof=Mo/A name="Monk" Div=9+1 Hea=12+2 Pro=9+1 Sha=3][Word of Healing][Signet of Rejuvenation][Guardian][Patient Spirit][Holy Veil][Dismiss Condition][Dark Escape][Dash][/build]
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I actually find Return to be more useful than even Dark Escape. I'd be very reluctant to drop it.
I also think the Cripshot bar would be stronger. If you wanted damage, a sin would have probably been better in the first place.
You can also consider going water using [steam] and [maelstrom] for fun on the ele.
Just a few thoughts.
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May 12, 2008, 09:08 AM // 09:08
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#14
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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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a Water ele could replace the cripshot, but not the fire ele which is there to blow up the shrines faster. A water trident or shatterstone build could do well in AB.
On the monk I'd either replace dash with return, or take protective spirit somewhere. I'm not fan of signet of rejuv.
edit: I fail at typing
Last edited by Turbobusa; May 12, 2008 at 10:19 PM // 22:19..
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May 12, 2008, 09:17 PM // 21:17
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#15
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Krytan Explorer
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Each is to their own opinion, I just made that off the top of my head with OP, normally I just grab 1 nuker and let everyone else run around freely.
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