Jan 12, 2008, 02:50 AM // 02:50
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#1
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Wilds Pathfinder
Join Date: Oct 2006
Location: England
Profession: Mo/Me
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my new ha build ( taken partly from Hyprodimus Prime (sry) )
i dont know how to work the gwshack thingy soooooo;
i think ( hope) i added more spike capability (spelling) and more defence ( wards and wells + pres). in between spikes the pressure comes from nr/tranq and warmongers / splinter on the dervs.
please comment (no flames pl0x)
Player 1: Dervish/Assassin 15 scythe - 12 myst
- Avatar of Melandru {E}
- Death's Charge
- Wearying Strike
- Eremite's Attack
- Crippling Sweep
- Dash
- Rending Touch
- Resurrection Signet
Player 2: Dervish/Assassin 15 scythe - 12 myst
- Avatar of Melandru {E}
- Death's Charge
- Wearying Strike
- Eremite's Attack
- Banishing Strike
- Dash
- Rending Touch
- Resurrection Signet
Player 3: Elementalist/Necromancer 15 earth 6 curses rest in energy
- Glyph of Energy {E}
- Obsidian Flame
- Shell Shock
- Ward of Stability
- Ward Against Melee
- Grasping Earth
- Well of Silence
- Earth Attunement
Player 4: Elementalist/Paragon 15 earth 6 command rest in energy
- Glyph of Energy {E}
- Obsidian Flame
- Ward Against Foes
- Ward Against Elements
- "Make Haste!"
- Song of Concentration
- Earth Attunement
- Resurrection Signet
Player 5: Ranger/Ritualist 10 experties 12 communing rest in wildie
- Oath Shot {E}
- Nature's Renewal
- Tranquility
- Union
- Displacement
- Disenchantment
- Shelter
- Death Pact Signet
Player 6: Ritualist/Mesmer 14 channeling 12 spawning
- Splinter Weapon
- Warmonger's Weapon
- Ancestors' Rage
- Arcane Echo
- Expel Hexes {E}
- Bloodsong
- Destruction
- Flesh of My Flesh
Player 7: Necromancer/Ritualist 14 soul 12 restor
- Spirit Transfer
- Mend Body and Soul
- Spirit Light
- Weapon of Warding
- Protective Was Kaolai
- Preservation {E}
- Recovery
- Life
Player 8: Necromancer/Ritualist 9 blood 12 resto rest in soul
- Spirit Transfer
- Mend Body and Soul
- Spirit Light
- Weapon of Warding
- Protective Was Kaolai
- Well of Blood
- Well of Power {E}
- Recuperation
( note, not all atts are what i would use but its what i put just to keep mokone happy )
Last edited by Monk Gsb; Jan 12, 2008 at 10:47 AM // 10:47..
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Jan 12, 2008, 09:15 AM // 09:15
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#2
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Krytan Explorer
Join Date: Oct 2007
Location: Tampere, Finland
Guild: Keep Dreaming [Yawn]
Profession: E/
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First: Preservation isn't too good in my opinion. I would take WoR. Secondly, i think ward of stability isn't too needed. Rez instead.
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Jan 12, 2008, 10:02 AM // 10:02
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#3
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Krytan Explorer
Join Date: Jul 2006
Location: Vancouver BC
Guild: Sorrow Masters
Profession: E/
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Well I think those ele bars are terrible. You are defeating the whole point of TQ/NR. If you have those up, you shouldnt be using enchantments. You really dont need the attunement anyways with such few, low cost earth spells. It also looks like you are using Glyph of energy for Obsidian Flame which IMHO is a big no no. You dont need to manage exhaustion that way. Lets say you spam it on recharge, thats 10 + 2 + .75 + 1 + .75 second = 14.5 seconds. Now lets say you dont being Glyph and spam it around the same time. Make it 15s to make it simpler. Each time you gain exhaustion, it take 30 seconds to get it back. So if you dont use glyph, you will take 15s or minus 5 energy off the total. This shouldnt be a problem at all especially since you wont be spamming. You will get interrupted, be running around, casting other stuff etc. IV spikes dont spam their spike, Obsidian Flame wont be either. You just dont need to waste the elite on it. I think a viable replacement would be dual Churrning Earths. Just make sure you cast after SoC because its a heafty 3 sec cast.
I dont think echoing Expel is a good idea either. (Assuming that is what you are doing with Arcane Echo-you commented that you liked 2 in the other thread as well as put it right before Expel) Its very costly and will take almost 4 seconds to remove the first hexes.
The only added defense I see is Ward of Stability. Im not sure you can quite call it "added" though. The old build had dual C-shot to keep thumpers off. As for spike I do like the dual charges. You can Alternate spikes every 15 sec, and if both Flames are clean, you might get a 500 damage spike. Its not enough to take down a full red bar, but if you can apply enough pressure it might work.
As for GWshack, maybe try getting GWfreaks the program first, then you can export your builds, copy and paste them into GWshack.
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Jan 12, 2008, 10:57 AM // 10:57
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#4
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Wilds Pathfinder
Join Date: Oct 2006
Location: England
Profession: Mo/Me
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the ele's cast the attunements under 20% enchant mod and 20/20 fast cast so nr and tranq shoudent be AS much of a prob for them,
the spike is the 2 dervs (splinter on both or warmongers on both depending on the situation), the 2 obby flames ( + a pre shell shock vs iway) and a-rage.
the added defence is, the 4 earth wards and the well of silence. imo pres > wor because u remove the other weapon spells, and in the mids of battle the ammount of ppl that "over cast" weapon spells is stupid.
u only arcane echo the expel if its a hexway team and only after u use it on warmongers. so ( b4 you go in) u cast arcane, then as your going in, put the warmongers on 1 and 2, then as warmongers goes off u put splinter on the dervs then start spiking. and with NR up almost 100% of the time hexway teams mean nothing as long as the dervs stay on the mesmers while there warmongers is on
and you can ask almost any 1 that has spiked with obby flame, you need the glyph, otherwise u do exaust urself out of nrgy
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Jan 12, 2008, 10:35 PM // 22:35
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#5
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Krytan Explorer
Join Date: Jul 2006
Location: Vancouver BC
Guild: Sorrow Masters
Profession: E/
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Either way, you dont need Attunes if your bar consists of 2 15 energy wards that you use every 22 seconds and a couple of other non earth skills. The attune is just Shatter-fodder, really you dont need it.
I see the entire spike now. Looks like a eurospike in GvG, but it might work.
As for defense, you took off Watch yourself, which is a +25 armor vs everything almost all the time (adrenaline dependant) vs a AoE ward in which provides less armor and only against elemental damage.
I wont say much on the Weapon Rit, I think its all situational and team dependent. OF spikes were before my time so Ill let others put their views out.
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Jan 12, 2008, 10:55 PM // 22:55
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#6
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Forge Runner
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No need for attunements on the eles, I'm pretty sure if they just manage energy well and use GoE to help manage ward energy they should be fine. That would let you bring another rez and some more utility.
3 wells is way overkill.
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Jan 13, 2008, 05:46 PM // 17:46
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#7
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Wilds Pathfinder
Join Date: Oct 2006
Location: England
Profession: Mo/Me
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yea i suppose 3 wells is over kill, prolly put another life and wor on the wells necro
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Jan 13, 2008, 08:37 PM // 20:37
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#8
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Krytan Explorer
Join Date: Jul 2006
Location: Vancouver BC
Guild: Sorrow Masters
Profession: E/
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I didnt even notice until you mentioned it, why are those healers necros?
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Jan 13, 2008, 08:43 PM // 20:43
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#9
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Jungle Guide
Join Date: Oct 2006
Location: Under a bridge
Guild: Team Quitter [QQ]
Profession: Mo/
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Soul Reaping. N/Rt healers are pretty standard.
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Jan 13, 2008, 09:24 PM // 21:24
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#10
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Wilds Pathfinder
Join Date: Oct 2006
Location: England
Profession: Mo/Me
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because even gaining the tiny ammount of energy that they gain per death is worth the uselessness of having them rit/X because u only have 1 wepon spell and not meny spirts
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Jan 14, 2008, 12:32 AM // 00:32
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#11
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Krytan Explorer
Join Date: Jul 2006
Location: Vancouver BC
Guild: Sorrow Masters
Profession: E/
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But SR doesnt work on spirits
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Jan 14, 2008, 01:00 AM // 01:00
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#12
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Wilds Pathfinder
Join Date: Oct 2006
Location: England
Profession: Mo/Me
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it works only on spirts they control, and they do on people tho, and its a spike build so ... death on every spike ? 12-14 energy every 6-10 seconds
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Jan 14, 2008, 01:10 AM // 01:10
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#13
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Frost Gate Guardian
Join Date: Feb 2006
Location: Where you aren't
Guild: The Bamboo Crew [MOJO]
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Quote:
Originally Posted by Monk Gsb
it works only on spirts they control, and they do on people tho, and its a spike build so ... death on every spike ? 12-14 energy every 6-10 seconds
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SR doesn't work on any spirits, period. And I guarantee that your dervs will have e-management issues with the lack of enchantments.
Last edited by infymys; Jan 14, 2008 at 01:15 AM // 01:15..
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Jan 14, 2008, 02:45 AM // 02:45
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#14
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Krytan Explorer
Join Date: Jul 2006
Location: Vancouver BC
Guild: Sorrow Masters
Profession: E/
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Found it
"Soul Reaping now doesn't trigger with spirits, this was in the update from Tuesday 13th of November."
http://gw.gamewikis.org/wiki/Game_updates/20071113
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Jan 14, 2008, 09:18 AM // 09:18
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#15
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Wilds Pathfinder
Join Date: Oct 2006
Location: England
Profession: Mo/Me
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wtb zealous scythe and i got some time today so i might form this.
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Jan 15, 2008, 01:36 AM // 01:36
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#16
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Lion's Arch Merchant
Join Date: Dec 2007
Location: Canada
Guild: After This Game Its Baby Making [Time]
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Sould reaping does, however, trigger on deaths caused by your spiking. It can wind up being a good amount of energy if you're killing things well.
I sort of wonder how well your spike is going to work though, especially during the times that your shadow step is not up.
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Jan 15, 2008, 08:17 PM // 20:17
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#17
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Ascalonian Squire
Join Date: Jan 2006
Guild: Conscrpits of Ascalon
Profession: E/Me
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The spike will probably work fine without stepping against most teams until you run into a team that knows to follow the dervs and pre-prot. But as long as you aren't spiking predictable targets you shouldn't have too much of a problem.
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Feb 04, 2008, 03:19 PM // 15:19
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#18
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Krytan Explorer
Join Date: Jan 2008
Location: Michigan State University, East Lansing, MI
Profession: Mo/
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1st: Creeping Sweep won't work if you have absolute no enchant.
2nd: You don't need rending touch if you are running NR traq.
3rd: Run Glyph of lesser instead of Attune.
4th: You don't have ANY kind of protection for your spirit (dust trap is needed at least. Drop disenchant.)
5th: The 2 elites from your nec sux! I would suggest reaper mark or wail of doom. If you want more spike dmg go for Icy Vein yes it's 2s cast with NR.
6th: 2 Weapon of warding is way too much you don't need 2.
Changing those might make the build work better. Thank you!
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