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Old Mar 08, 2008, 06:26 PM // 18:26   #1
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Default TA Build -- too gimicky?

Build Name: “The Pressure Cooker”.


Mo/W

Heal 13 +1 + 1 || Prot 8 + 1 || Divine 9 + 1 || Tactics 5

[skill]word of healing[/skill][skill]holy veil[/skill]spotless mind[skill]dismiss condition[/skill][skill]spirit bond[/skill]patient spirit[skill]guardian[/skill][skill]balanced stance[/skill]

Rit/N (pressure support rit)
Resto 12 + 1 + 1 || Curses 12 || Spawning 3
[skill]weapon of remedy[/skill][skill]mend body and soul[/skill][skill]life[/skill][skill]rip enchantment[/skill]defile defenses[skill]enfeeble[/skill][skill]rend enchantments[/skill][skill]resurrection signet[/skill]

Rit/E (pressure spiker)
Channel 12 +1 +1 || Air 5 || Earth 10 || Spawning change

[skill]bloodsong[/skill][skill]ancestors' rage[/skill][skill]glyph of energy[/skill][skill]gale[/skill][skill]ward against melee[/skill][skill]spirit burn[/skill][skill]essence strike[/skill][skill]resurrection signet[/skill]

W/E
Axe 12 +1 +1 || Strength 11 + 1 || Air 6

[skill]shock[/skill][skill]eviscerate[/skill][skill]executioner's strike[/skill][skill]bull's strike[/skill][skill]rush[/skill][skill]frenzy[/skill][skill]disrupting chop[/skill][skill]resurrection signet[/skill]

I'd like some constructive feedback. Obviously, if you simply feel like stating that it stinks and it is too gimmicky, fair enough. Personally I've always been hesitant to create builds that utilize spirits because any good team will kill them instantly. Though in this scenario the spirits simply are used to enhance MB&Soul/Spirit Burn/Essence Strike, and without them the build should still function IMO.

I suppose the big questions I have are:,
- do you think this build has enough dps to score kills?
- I don't play melee types and I am fairly certain the warrior I presented is a little lacking, any other suggestions would be very welcome. I wanted to include Wild Blow, but the adrenaline drain seems to be counter to the build, any alternative ideas?
-If I were to drop the Rit/E any suggestions?

There are a few players from my alliance that I am taking from AB to TA, for the first time and I suggested we play this build, due to toons that they have experience with. Do you think this build is too lacking, or even too complex for first time TA'ers?
I will be forwarding them the link to this thread, so I hope if you say this build sucks, you give a few reasons so that we can discuss it amongst ourselves.

Once again any feedback is valued, thanks,

Ender.

Last edited by ender6; Mar 10, 2008 at 10:56 PM // 22:56.. Reason: took advice and changed Cure Hex, to spotless mind & Dropped A.Rage for Rigor Mortis
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Old Mar 08, 2008, 06:36 PM // 18:36   #2
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I think that the build is trying to do too many things at once. It isn't that any of the builds are bad, but the Rt/N is using conditions, the Rt/E is doing pure dmg, and the W/E is doing the only real pressure. I think that you need to choose one of these 3 and focus the other 2 builds around it. (e.g. if you focus on the Rt/N, use R/Mo Burning Arrow and W/E Crip or Dragon Slash) Good ideas in the build though, so don't give up on it.
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Old Mar 08, 2008, 06:37 PM // 18:37   #3
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Ancestor's Rage doesn't stack on the same person anymore.
There's no point in 2 hex removals on your monk, pre-veil should really be good enough for any harmful hexes.
And how did you get 3 professions on the second Ritualist? O_O

But I think this can work if you switch the Rt/E/W out for something else, that can join in the spike?
Maybe a Hammer warrior or a Dervish?
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Old Mar 08, 2008, 06:54 PM // 18:54   #4
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Quote:
Originally Posted by tyla salanari
There's no point in 2 hex removals on your monk, pre-veil should really be good enough for any harmful hexes.
not true, he just took the wrong second removal

if you want two, then take spotless mind
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Old Mar 08, 2008, 07:00 PM // 19:00   #5
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Not sure if specc'ing 13 into channeling just for AR is the right way to go. Use defile defenses or something if you really need that extra skill since you're already into the curses line.
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Old Mar 08, 2008, 07:07 PM // 19:07   #6
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Quote:
Originally Posted by tyla salanari
Ancestor's Rage doesn't stack on the same person anymore.
There's no point in 2 hex removals on your monk, pre-veil should really be good enough for any harmful hexes.
And how did you get 3 professions on the second Ritualist? O_O

But I think this can work if you switch the Rt/E/W out for something else, that can join in the spike?
Maybe a Hammer warrior or a Dervish?
I copy pasted from first (Mo/W) and then filled in skills. I missed balance stance, which was corrected before any reply appeared, you must have been in the process of formulating the reply.

I think 2 hex removals can be beneficial depending on circumstances. In this case I considered the Rit/N enough support for the monk that it opened up a spot on the monk's bar to add a second hex removal.

Also I didn't realize A-Rage didn't stack.

Thank you for the input.

Quote:
Originally Posted by TheHaxor
not true, he just took the wrong second removal

if you want two, then take spotless mind
I contemplated Spotless Mind, and to be honest I think I will make the admendment to the build.

Quote:
Originally Posted by Tearz1993
I think that the build is trying to do too many things at once. It isn't that any of the builds are bad, but the Rt/N is using conditions, the Rt/E is doing pure dmg, and the W/E is doing the only real pressure. I think that you need to choose one of these 3 and focus the other 2 builds around it. (e.g. if you focus on the Rt/N, use R/Mo Burning Arrow and W/E Crip or Dragon Slash) Good ideas in the build though, so don't give up on it.
Considering A-Rage doesn't stack, I defintely need to rethink that Rit. Thank you for a good suggestion.
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Old Mar 08, 2008, 07:12 PM // 19:12   #7
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By the way there isn't anything wrong with the warrior if that's what you were thinking. People might argue over whether it's the right choice for TA, but the build looks fine.
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Old Mar 08, 2008, 07:16 PM // 19:16   #8
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Quote:
Originally Posted by Tearz1993
By the way there isn't anything wrong with the warrior if that's what you were thinking. People might argue over whether it's the right choice for TA, but the build looks fine.
Well considering that it is a standard Shock Axe warrior, I realize that there is nothing terribly wrong with it. But, is it the best warrior to take with this build synergy wise? My gut tells me no. I was think a Steady Stance warrior might have been better, but like I said I don't play melee types and it makes it sort of difficult to come to a definite conclusion.
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Old Mar 08, 2008, 07:20 PM // 19:20   #9
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Personally I would run a hammer war because of how obvious Ancestor's Rage is to monks (assuming the rits will use when you use your KD), but since the stupid Balthazar's Pendulum smiter crap is popular in TA now Hammer is useless. If you don't want to run a shock war, then run a shattering assault sin or a A/D scythe with Fox's Promise i suppose.
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Old Mar 10, 2008, 02:04 PM // 14:04   #10
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Rend Enchants > Balts Pend, Hammer Warriors are still VERY Viable in TA.

Drop Rigor for Defile Defenses, Its your only Hex and you have no way to cover it so IT's only going to be up a second or two. Defile is spamable and more usefull when there is no cover.

I Don't know about Envenom Enchants, You may get a Monk or A Derv with the posion effect but with Rip also in the build and it being used more due to lower recharge your not going to be hitting a target with multiple Enchants on them to get the posion, besides typically its the that covered enchant that the person wants to keep, if all you do if remove the cover you leave the "good" enchant behind at times. Now unless you plan on spending your tim "Tabing" for that super enchanted target you better off with rend, or something else with a shorter cool down.

Theres no dependable cover for weakness either, but thats ok, enfeeble is a great skill and most inexperienced melee types don't bother to inform their monk to remove it because they think weakness doesn't do anything. And if the monk is constantly removing it on his own it will add a slight tax to his energy.

Tha being said Weakness is pretty much your only form of anti-melee, the balanced stance is "eh" to stop melee and you could use Gale defensively to control their movement but chances are your going to get run over. The build also lacks snares, other than KD's, and 2 of the 3 KD's cause exhaustion(though there is the glyph I guess) and the third is conditional, so your weak in the movement dept. Also your ONLY block is a post nerf Gaurdian, I don't think this build will slow down the other teams Melee at all.

1 interupt, unless you use Gale for that too, but yeah, exhaustion, so expect the other team to get all their rezes in, you'll need 7 kills per match.

It may have the damage for kills, but your going to be dead before you have a chance to find out I think.
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Old Mar 10, 2008, 03:08 PM // 15:08   #11
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Following your advice, I made the following changes:

-Added Weapon of Warding
-Added Rend Enchantments
-Added Defile Defenses.
-Added Ward against meee.

Basically cosolidated my enchant stripping and made it more effective. Buffed defesne for survivablity.

Down to only 3 interrupts still, Gale, and Disrupting Chop, and Shock. Not sure of any alternatives considering the classes that make up this build. Could add warmongers to the build I suppose.
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Old Mar 10, 2008, 03:19 PM // 15:19   #12
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I would probably change 1 skill on your Monk Bar. And that would be Protective Spirit to Spirit Bond. Its so much better in Arenas.
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Old Mar 10, 2008, 08:44 PM // 20:44   #13
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I liked the rit with rip over WoW personally, just because of how strong rip is now. With gale, WoM, and secondary heals on the rit, I think that you should be fine defensively.

Also, definitely agreed with deleted, spirit bond is magnitudes stronger than prot spirit, though you could probably go with another small prot there if you wanted to also.
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Old Mar 10, 2008, 11:04 PM // 23:04   #14
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Thanks for the input Mephisto. Yeah, I didn't really want to have to squeeze WoW onto that bar--though it is one of the best skills in the rits aresenal. I suppose once we play this build we will get a better feel for what needs to go and what needs to stay.

@D E L E T E D/Mephisto -- yeah I agree that spirit bond is the better of the two for TA, it's just that the monk is quite new to TA and I thought PS would be easier to manage due to the enchantments duration. Of course, any good prot will most likely be stripped as needed, so I suppose I may as well go with the better of the two.
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