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Old Feb 28, 2008, 09:48 AM // 09:48   #1
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Default hex pressure anti- sin split.

hey guys,

i was thinking the other day what build would totaly counter the metagame of today (sinsplit / sineptitude) and i came up with somthing i realy enjoy ^^, ehh i'll cut to the chase and show yall so, here goes......




ok and now to keep the mods happy here are the stats (with-out runes), and some skill changes;

Player 1: Dervish/Ritualist 12 myst 12 scythe

- Avatar of Grenth {E}
- Pious Assault
- Eremite's Attack ----------------> mystic sweep
- Lyssa's Assault -----------------> pious haste
- Heart of Fury
- Grenth's Aura
- Imbue Health
- Death Pact Signet

Player 2: Assassin/Elementalist 12 dealy arts 8 crit 10 dagger mastery

- Siphon Strength {E}
- Augury of Death
- Iron Palm
- Falling Spider
- Blades of Steel -----------------------> vamperic assult
- Signet of Toxic Shock
- Siphon Speed
- Dash

Player 3: Mesmer/Assassin 12 illusion 8 fast 7 insp 8 dom

- Migraine {E}
- Frustration
- Conjure Phantasm
- Leech Signet
- Power Drain
- Power Spike
- Inspired Enchantment
- Dash

Player 4: Mesmer/Ritualist - 10 channeling 7 insp 4 fast cast 12 illusion
- Migraine {E}
- Frustration
- Power Drain
- Leech Signet
- Inspired Enchantment
- Ancestors' Rage
- Splinter Weapon
- Flesh of My Flesh

Player 5: Mesmer/Elementalist 8 earth 12 dom rest in fast cast.

- Panic {E}
- Auspicious Incantation
- Diversion
- Shame
- Power Leak
- Ward Against Foes
- Ward Against Melee
- Resurrection Signet

Player 6: Monk/Elementalist 12 prot 12 divine

- Reversal of Fortune
- Spirit Bond
- Restore Condition {E}
- Gift of Health ---------------->>> change for aura of stab
- Guardian
- Aegis
- Holy Veil
- Glyph of Lesser Energy

Player 7: Monk/Elementalist -8 prot 12 heal rest in divine

- Word of Healing {E}
- Infuse Health
- Patient Spirit
- Protective Spirit
- Draw Conditions
- Aegis
- Holy Veil
- Glyph of Lesser Energy

Player 8: Ritualist/Assassin -7 shadow 12 resto rest in spawning

- Weapon of Remedy {E}
- Wielder's Boon
- Weapon of Warding
- Weapon of Shadow
- Protective Was Kaolai
- Vengeful Weapon
- Dash
- Dark Escape

baisicly if your faceing a ballenced team you just have your migrane mesmers pick a monk each and your panic trys to shut down key midline while puitting panic on there backline,

if your faceing a sin/sineptitude split. you split off your slots 2-3-8 and your dervish becomes the runner. this is where your sin has some fun. baisicaly your sin puts siphon strength and covers it with siphon speed on the sins on recharge and the mesmer will shut down the monk, making the monk prioratise on removeing the hexes on him and due to this the sins now deal no dmg at all. and in the main team the mesmers that are there shut down the damage dealers releving pressure from the monks.


thoughts please ?

Last edited by Monk Gsb; Feb 28, 2008 at 07:06 PM // 19:06..
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Old Feb 28, 2008, 03:34 PM // 15:34   #2
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Where's the pressure? Migraine/Panic are pretty useless if the monks never have to cast.
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Old Feb 28, 2008, 03:38 PM // 15:38   #3
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Sinsplit would destroy that.
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Old Feb 28, 2008, 06:44 PM // 18:44   #4
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Quote:
Originally Posted by ibreaktoilets
Sinsplit would destroy that.
explain pl0x, they will deal no dmg due to siphon strength, and the pressure comes from the dervish + splinter + a-rage + the sin, forcing the monks to heal ( use energy) that they wont have due to panic and they will only get 1/4 sec cast times spells off due to the migraners
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Old Feb 28, 2008, 08:07 PM // 20:07   #5
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You have no movement control.
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Old Feb 28, 2008, 09:07 PM // 21:07   #6
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Correct me if I'm wrong, but sinsplit damage has almost nothing to do with melee damage; thus, Siphon Strength will have minimal damage mitigation.
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Old Feb 28, 2008, 10:47 PM // 22:47   #7
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Quote:
Originally Posted by tehlemming
You have no movement control.
yea that is a problem that im looking into.

and the damage sinsplit has is to gank the NPC's so you get the ViO boost at VoD. with siphon strength on each of the sins +Wep of warding +wep of shadow, the 2 sins will be able to do nothing.
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Old Feb 28, 2008, 11:22 PM // 23:22   #8
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Quote:
Originally Posted by Seraphim of Chaos
Correct me if I'm wrong, but sinsplit damage has almost nothing to do with melee damage; thus, Siphon Strength will have minimal damage mitigation.
yeah I thought this too. iirc siphon strength only works on base damage, and therefore the main clump of sin damage will still remain. further more, uni sin split has minimal sin melee attacks and gets most of its damage from other skills (iron palm, vampiric assault is life stealing and therefore doesnt deal dmg, SoTS and impale arent attacks either)
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Old Feb 29, 2008, 12:08 AM // 00:08   #9
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Fit a anti-shadowstep in there, and you MIGHT actually beat sinsplit...

*Looks at skill-list*

Nevermind, my bad...
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Old Feb 29, 2008, 03:37 AM // 03:37   #10
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well for starers, a hex build without anti physical hexes?
the panic mesmer is out of place
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Old Feb 29, 2008, 04:35 AM // 04:35   #11
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Quote:
Originally Posted by Monk Gsb
yea that is a problem that im looking into.

and the damage sinsplit has is to gank the NPC's so you get the ViO boost at VoD. with siphon strength on each of the sins +Wep of warding +wep of shadow, the 2 sins will be able to do nothing.
How do you propose catching those sins with yours? Regardless of the sinsplit build, they'll always have some form of water snares.
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Old Feb 29, 2008, 05:06 PM // 17:06   #12
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7v7 builds won't ladder in this meta, and certainly not against sinsplit. If my experience of previous weeks is good for anything, your hexers will spend most of their time running between the flagstand and your GL cage.

Migraine won't stop an e/d, if that was your intention.
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Old Mar 01, 2008, 03:14 AM // 03:14   #13
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the only good thing about this build is the monks and rit runner, which is pretty standard...
your dervish wont get blocked while in Grenth's but he does sub par damage. and outside of Grenth's he's uterly useless...
as said, your sin will reduce more damage from warriors and dervishes than from other sins. also it does sub par damage...
2 Migraines and Panic just wont cut it for a hex build. you should really look at this wonderful profession called NECROMANCER and especially a nice hex called RIGOR MORTIS which pretty much allows you to drop the Grenth's Dervish for an actually useful melee... the necro can use Wither, Depravity, SV, SS, Corrupt Enchantment, or whatever else you like... keep in mind that its mainly an anti melee char but can also help vs casters.
Panic isnt really useful in GvG, replace with standard dom mesmer.
the other mesmer can remain Migraine.

so basically you end up with a hex based balanced. problem will still be mobility, unless you find room for some snares, Imagined/Kitah's/Ethereal Burden and Ward vs Foes comes to mind with your current build. but I doubt it will cut it... perhaps your melee overhaul will become a Crip Slash warrior and either Axe or Hammer, both of which offer nice kds.

also keep in mind that if you intend to split hex builds become a lot less powerful. so Burning Isle is pretty much your only choice, unless you run into a guild that cant split at all...
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Old Mar 01, 2008, 12:30 PM // 12:30   #14
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Quote:
Originally Posted by LifesRestorer
yeah I thought this too. iirc siphon strength only works on base damage, and therefore the main clump of sin damage will still remain. further more, uni sin split has minimal sin melee attacks and gets most of its damage from other skills (iron palm, vampiric assault is life stealing and therefore doesnt deal dmg, SoTS and impale arent attacks either)
the sin damage will be totally screwed even on combos.

but they'll still get your archers because your mobility can't keep up
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Old Mar 01, 2008, 08:41 PM // 20:41   #15
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Also Augury of Death=baed for dagger assassin, it'll interrupts your skills midway in if it hits the 50% health clause. Your flagstand team well, monks don't need to heal if there's no damage being done? There's very little snares so you can outkite the AoG dervish, and get a few heals through.
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Old Mar 01, 2008, 11:25 PM // 23:25   #16
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Quote:
Originally Posted by itsvictor
Also Augury of Death=baed for dagger assassin, it'll interrupts your skills midway in if it hits the 50% health clause. Your flagstand team well, monks don't need to heal if there's no damage being done? There's very little snares so you can outkite the AoG dervish, and get a few heals through.
QFT

yea you'll be sitting ther about to load of your blades of steel and suddenly pooof interrupted mid use and now hes running away and your still sitting there wondering what the hell just happened
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Old Mar 03, 2008, 12:20 AM // 00:20   #17
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ok guys, thanks for your reply's, i have read them all and thought about what u have said ( not enough snares + panic not v good in GvG +grenths is pointless / not much dmg) and i have came up with .... (i know im prolly gonna get flamed at for the warrior bar but.....)




new atts are:

Player 1: Warrior/Ritualist 14 hammer 13 strength
- "You're All Alone!" {E}
- Heavy Blow
- Crushing Blow
- Protector's Strike
- Flail
- Rush
- Enraging Charge
- Death Pact Signet

Player 5: Necromancer/Elementalist - 14 curses 8 earth rest in soul +1
- Spiteful Spirit {E}
- Reckless Haste
- Insidious Parasite
- Malaise
- Rigor Mortis
- Ward Against Melee
- Glyph of Lesser Energy
- Resurrection Signet

again thoughts ?
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Old Mar 03, 2008, 01:21 AM // 01:21   #18
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isin't malaise a bit random on that bar? i'd throw Barbs in there , and cover with reckless haste , or run parasitic bond to help cover the hexes of the mesmers or as a cover to your other hexes
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Old Mar 03, 2008, 02:51 AM // 02:51   #19
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no barbs would be random due to there only being 1 melee/ranged and 7 casters, and malaise adds some MORE pressure to the monks. tbh unless they have veil + convet + some more hex removal i think the monks arnt realy going to care about removing hex's from the melee. but siphon strength +siphon speed + reckless haste + SS ( not in that order) on the melee ^^# so there is realy no need to have a "cover hex" for the melee. just throw a malaise on the monks every time it is expired.

and just to clarify, this is an ANTI split build. some ppl were saying b4

"Burning Isle is pretty much your only choice, unless you run into a guild that cant split at all..." if they cant split. they get owned due to there melee getting shut down ss (spitfull spirt) + ss (siphon strength) and there monks getting shut down hammer warrior + migraine x2, but at the same time, if they do split, there melee at the stand gets shut down ss (spitfull spirt) and both there monks still get shut down hammer warrior = KD and migrane = mass interupts. as well as there split getting shut down, ss (siphon strength) on there melee and migraine on the monk. if they split also this puts pressure on the flagger of the opposing team, as when that person leaves to run a flag they (the monks of said opposing team) take on more pressure, by having to waste more energy on the flagger when he comes into cap the stand.


wow that was long lol
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Old Mar 03, 2008, 05:53 AM // 05:53   #20
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Malaise wouldn't be too useful on that. I've seen it work on energy-pressuring crap with some Wither+Panic+Mind Wrack+Backfire thing from I forget who that made monks explode as soon as their energy ran dry. If you're basing on anti-melee and Migraine though... no.

... What's wrong with Panic, by the way?
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