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Old Mar 21, 2008, 05:18 AM // 05:18   #1
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Default Kinda Balanced...warriorswaterelementalistmonk

[skill]Eviscerate[/skill][skill]Executioner's strike[/skill][skill]bull's strike[/skill][skill]disrupting dagger[/skill][skill]frenzy[/skill][skill]rush[/skill][skill]death's charge[/skill][skill]resurrection signet[/skill]
Axe Mastery: 12+1+1
Strength: 12+1
Deadly Arts: remainder

[skill]Magehunter's smash[/skill][skill]Crushing Blow[/skill][skill]mighty blow[/skill][skill]Bull's strike[/skill][skill]flail[/skill][skill]rush[/skill][skill]enraging charge[/skill][skill]death pact signet[/skill]
Hammer Mastery: 12+1+1
Strength: 12+1
Restoration: remainder

[skill]Water Trident[/skill][skill]freezing gust[/skill][skill]blurred vision[/skill][skill]frozen burst[/skill][skill]rend enchantments[/skill][skill]glyph of lesser energy[/skill][skill]water attunement[/skill][skill]resurrection signet[/skill]
Water Magic: 12+1+1
Energy Storage:11+1
Curses: remainder

OR

[skill]draw conditions[/skill][skill]blinding surge[/skill][skill]lightning orb[/skill][skill]gale[/skill][skill]ward against foes[/skill][skill]glyph of lesser energy[/skill][skill]air attunement[/skill][skill]resurrection signet[/skill]
Air Magic: 12+1+1
Earth Magic: 10+1
Energy Storage: 8+1
Protection Prayers: Remainder

[skill]Word of Healing[/skill][skill]guardian[/skill][skill]reversal of fortune[/skill][skill]dismiss condition[/skill][skill]spirit bond[/skill][skill]holy veil[/skill][skill]balanced stance[/skill][skill]shield bash[/skill]
Healing Prayers: 12+1+1
Protection Prayers: 10+1
Divine Favor: ?
Tactics: ?

This team build definitely requires adrenaline spiking periodically. On the spike, the axe warrior will warp to the desired target and use his attack skills. The hammer warrior will lock the person down with hammer KD attacks. The elementalist will rend off any enchantments slightly before the spike and assist with damage as needed (water trident). Target should go down fairly easily.

This is my attempt at highly offensive balance TA group... tell me what you think!
Knock Locking FTW!

Last edited by Brian the Gladiator; Mar 22, 2008 at 03:52 PM // 15:52..
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Old Mar 21, 2008, 08:35 AM // 08:35   #2
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with a water ele the monk doesn't really need sprint that much. and since you haven't got off-monk condition removal I would suggest using [skill]Mend Condition[/skill] + [skill]Mending Touch[/skill]
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Old Mar 21, 2008, 02:35 PM // 14:35   #3
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You might want to consider dropping ddagger and death's charge on the axe for rend touch and dstrike, possibly allowing you to open up the rend slot on the ele for some off-monk removal like purge sig or just some more defense to use if the monk get's locked down (like a ward?)

I'd go with magehunter over earthshaker, as hitting through block is probably better than the very limited number of random multi-KDs you'd get in 4v4.

Oh, and I'd consider taking shatterstone for an extremely strong spike support or icy shackles for lots and lots of snaring. Trident's good, but with 2 copies of bull's strike it seems that you might want something else besides KD on move.
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Old Mar 21, 2008, 06:26 PM // 18:26   #4
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D-dagger is rangered which means it is better than D-strike.

I like the change from earthshaker to Magehunter's so I changed it.

I took out sprint and added balanced stance. To be honest, the monk bar isn't very important because I would much rather just let my monk use whatever skills he is comfortable with instead of forcing a bar on him. The important bars are the three non-monk classes.

I don't like enchant removal on the warrior because it's bad. Shatterstone and Icy Shackles are bad so I'm not bringing them... KDing their entire team is way too fun... If you haven't noticed, every person on this team build has at least one knockdown skill.
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Old Mar 21, 2008, 09:51 PM // 21:51   #5
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Quote:
Originally Posted by Brian the Gladiator
D-dagger is rangered which means it is better than D-strike.

I like the change from earthshaker to Magehunter's so I changed it.

I took out sprint and added balanced stance. To be honest, the monk bar isn't very important because I would much rather just let my monk use whatever skills he is comfortable with instead of forcing a bar on him. The important bars are the three non-monk classes.

I don't like enchant removal on the warrior because it's bad. Shatterstone and Icy Shackles are bad so I'm not bringing them... KDing their entire team is way too fun... If you haven't noticed, every person on this team build has at least one knockdown skill.
Well, if you think your build (as well as the godly e/a spike) is that powerful, go ahead. Why do you post it here if you don't like to take advice?

And I assume that you don't know how to play warrior and TA.
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Old Mar 22, 2008, 12:33 AM // 00:33   #6
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This will lose to any of the recent gimmicks.

No chance against Me/N blinder + dual sins.
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Old Mar 22, 2008, 12:59 AM // 00:59   #7
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Without more off-monk defense you're simply going to get monk-stomped. And snares don't really help when you're constantly getting KD'd and snared.

And balanced stance sucks without an investment in tactics.
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Old Mar 22, 2008, 03:49 PM // 15:49   #8
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Quote:
Originally Posted by TheOneMephisto
Without more off-monk defense you're simply going to get monk-stomped. And snares don't really help when you're constantly getting KD'd and snared.

And balanced stance sucks without an investment in tactics.
The Water Trident Ele is the best active defense bar in the game right now IMO... it prevents 100% of the melee's damage if played correctly.

Again, the monk bar doesn't matter, I just through one in... and when I changed sprint to balanced stance, I forgot to change attributes... oh well.

Quote:
Originally Posted by Teh Jace
This will lose to any of the recent gimmicks.

No chance against Me/N blinder + dual sins.
Although this post is incredibly unhelpful and completely pointless and you should be thrown in a fire for being so obnoxious... I will add some variants to the build. Assassin chains get destroyed by blocks, blinds, interrupts, and anti-melee hexes... How does this build not counter them again??? Blurred should stop them from completing a chain of attacks and they CAN'T spike out our monk as long as he has shield bash IMO

Last edited by Brian the Gladiator; Mar 22, 2008 at 03:58 PM // 15:58..
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Old Mar 22, 2008, 07:24 PM // 19:24   #9
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Quote:
Originally Posted by Brian the Gladiator
The Water Trident Ele is the best active defense bar in the game right now IMO... it prevents 100% of the melee's damage if played correctly.
And as I said, it's absolutely useless if your opponent brings snares/KDs. Against any good team with a solid source of KDs or snares your monk is simply going to get focused down and destroyed. You need some sort of off-monk removal or protection or some sort or that's going to happen. Currently, you're pretty much banking that none of your players will ever make any mistakes, and that's never something you should rely on.
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Old Mar 22, 2008, 07:31 PM // 19:31   #10
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Listen to Panda, he knows what he's talking about.

My advice is, change the war to W/D with rend and dstrike and use the bsurge. Gives you off monk support, two snares, and some defense via blind. Not to mention it can aid on spikes with orb.

With the mass amount of KD's you already have in your build it would be nothing but overkill bringing trident tbh.
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Old Mar 23, 2008, 08:01 PM // 20:01   #11
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You'd be better off switching the ele for a mesmer or nec and putting in a Cripslash for the hammer.
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Old Apr 19, 2008, 03:29 PM // 15:29   #12
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And by doing so you have changed an original build into another normal metagame build :P

I like the water ele. You just have to consider that this build will most likely not have the adventage over certain other builds. So I'd suggest playing with another build if you want to get long streaks.

The build simply does not have enough counters. And it can be countered quite easily. Water Trident is an amazing skill (very fun to use as well) but most teams in TA bring a ranger, and a seriously sick amount of hex removal.

Two melee teams rely heavily on the monk and midline to keep them clean of hexes and conditions. To be fair, I do not see how you would be able to stop a curse necro or (as mina already pointed out) a Signet of Midnight mesmer from completely shutting your two warriors down. Apart from that you also do not have any form of reliable caster shutdown. Signet of Humility/migraine/backfire etc. It will all go off against this setup. So you're probably gonna end up dead before you can even think about calling your first spike.

On a side note.. It's a cool GvG split though...
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