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Old Dec 28, 2007, 07:43 PM // 19:43   #1
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Default I need some help convincing my fellow guild members about their build

Here's some backstory on the situation: I rejoined my current guild after leaving earlier this year for greener pastures at LotD. We had a really good team in late spring/early summer and were about to break top 100, but our guild leader suddenly vanished, and we later learned he was in prison for bar fighting, or something like that. After a couple months hiatus from the game, I decided to come back to my old guild, because I had become less serious about gvg, due to being guildless, and just wanted to roll with some buddies for a while.

However, while I had improved considerably since I left, many of the same problems with this guild remained. There are a few solid players in the guild, but there are many who are not, and I've had a history of provoking some rather ill reactions due to some criticism of posted builds. I've since tried to be a lot more polite and reasonable in team build criticism, but the latest build is in need of some help, and I'm having a hard time getting through to them. While I don't see us breaking top 500 any time soon, I don't think I can bring myself to play this build... at all... Here are some excerpts from our forums:

The build:

Quote:
Originally Posted by Elliott
new hex heavy pressure build for our gvg alternate. welcome to the burning isles!

Lyssa's Dervish(D/A)

Scythe Mastery: 12+2+1
Mysticism: 12+2
Deadly Arts: 3

Avatar of Lyssa
Radiant Scythe
Zealous Sweep
Lyssa's Assualt
Heart of Fury
Dash
Augury of Death
Ressurection Signet

[D/A;Ogej4NpMLTxXcfXgCYibTQuZCAA]

Migraine 1 (Me/Mo)

Illusion Magic: 11+1+1
Fast Casting: 10+1
Inspiration: 10+1
Healing Prayers: 1

Power Return
Migraine
Shrinking Armor
Conjure Phantasm
Signet of Humility
Leech Signet
Mantra of Inscriptions
Resurrection Chant

[Me/Mo;OQNVAyAPy28CqGYwxAsniEID4mANC]

Migraine 2 (Me/Mo)

Illusion Magic: 12+1+1
Inspiration Magic: 10+1
Fast Casting: 9+1

Migraine
Images of Remorse
Shrinking Armor
Frustration
Power Return
Power Drain
Draw Conditions
Ressurection Chant


[Me/Mo;OQNUAyAPy2Q1AfAGgFgOAZACBoRA]

Spiteful Spirit (N/Me)

Curses: 12+1+1
Inspiration: 10
Soul Reaping: 8+1

Power Drain
Spiteful Spirit
Insidious Parasite
Vocal Minority
Defile Defenses
Parasitic Bond
Leech Signet
Ressurection Signet

[N/Me;OAVTMUDeYKDIPYPYuhRcMoHQAA]

Corrupt Enchantment(N/E)

Curses Magic: 12+1+1
Soul Reaping: 9+1
Earth Magic: 9

Corrupt Enchantment
Parasitic Bond
Defile Defenses
Glyph of Lesser Energy
Price of Failure
Faintheartedness
Ward Against Melee
Res Sig

[N/E;OAZTYyDnSSqCZ4M4QYMgREWQAA]

Mo/E

Protection 14 (12+1+1)
Divine Favor 13 (12+1)

Deny Hexes
Dismiss Condition
Reversal of Fortune
Shield of Deflection {E}
Spirit Bond
Divine Spirit
Aegis
Glyph of Lesser Energy

Template Code:OwYS8YIPzkBiW0m8920IjAC

Mo/E WoH Aegis

14 (12+1+1) Heal
10 (9+1) prot
10 (9+1) divine favor

Infuse Health
Reversal of Fortune
Word of Healing
Dismiss Condition
Protective Spirit
Cure Hex
Glyph of Lesser Energy
Aegis

template code: OwYT04XCzhkMT0Ib66x0HZEQAA


OQNCAcwTLYrtCKBCVRHI5jA

SoI Mes runner (Me/Mo)

Illusion Magic: 12+1+1
Fast Casting: 12+1

Ethereal Burden
Conjure Nightmare
Clumsiness
Illusion of Haste
Signet of Illusions
Auspicious Incantation
Healing Breeze
Heal Party

Alternate Runner

Water Runner(E/Mo)

Air: 4+1
Water: 12+1+1
Energy: 10+1
Healing Prayers: 9

Shatterstone
Healing Breeze
Freezing Gust
Blurred Vision
Heal Party
Storm Djinn's Haste
Glyph of Lesser Energy
Res Sig

[E/Mo;OgNEgzyc25gM+IpMz66AkoVFAA]
Here are my objections to the build. Granted, there are many more problems with the build than the ones I list, but I was hoping just to nudge the editing process in the right direction. My tone is also much lighter than it should be, because I wasn't trying to cause any conflict. (note: I have not yet played this build.)

Quote:
Originally Posted by Talus
The build looks interesting, but with a four caster midline, I'm wondering if it can withstand large amounts of physical pressure. Hex overload is powerful, but in recent months, its fallen into disfavor (at least, this is what I've seen on observer). Physical pressure has always been the best method of dealing damage, and in order to get hexes to stick, you need to really pile them on. However, hexes by themselves don't really help much, and with only one real damage dealer in the build, we're going to be hard pressed to score kills against an overly defensive team. Ideally, we'd be boasting two powerful hexing midliners, with two frontloaded offensive characters, and a snare elementalist to round it all out.


Quote:
Lyssa's Dervish(D/A)

Scythe Mastery: 12+2+1
Mysticism: 12+2
Deadly Arts: 3

Avatar of Lyssa
Radiant Scythe
Zealous Sweep
Lyssa's Assualt
Heart of Fury
Dash
Augury of Death
Ressurection Signet

[D/A;Ogej4NpMLTxXcfXgCYibTQuZCAA]
Take my commentary with a grain of salt, because I've never tested out a Lyssa Dervish, but I really don't see the benefits of Lyssa being greater than Melandru, especially if we're going to be on Burning Isle. Mel Dervs are just too good; they run through the lava, pack a deep wound, stance cancel, and snare. We should weigh the alternatives.

We really need another frontline character, and we basically have two options: Shock Axe or Dev Hammer. I vote hammer because it nicely complements the offensive pressure of a high-damage Mel Derv with knockdowns. Furthermore, a hammer warrior can lineback to make up for defensive weaknesses of our build.

Quote:
Migraine 1 (Me/Mo)

Illusion Magic: 11+1+1
Fast Casting: 10+1
Inspiration: 10+1
Healing Prayers: 1

Power Return
Migraine
Shrinking Armor
Conjure Phantasm
Signet of Humility
Leech Signet
Mantra of Inscriptions
Resurrection Chant

[Me/Mo;OQNVAyAPy28CqGYwxAsniEID4mANC]

Migraine 2 (Me/Mo)

Illusion Magic: 12+1+1
Inspiration Magic: 10+1
Fast Casting: 9+1

Migraine
Images of Remorse
Shrinking Armor
Frustration
Power Return
Power Drain
Draw Conditions
Ressurection Chant


[Me/Mo;OQNUAyAPy2Q1AfAGgFgOAZACBoRA]
I like double mesmer, but double migraine is a little much. Some enchantment removal would be great, because I don't think the necromancers should stay in this build. Mirror of Disenchantment is choice, and Hex Eater Vortex presents itself as a viable mesmer elite and damage machine.

Quote:
Spiteful Spirit (N/Me)

Curses: 12+1+1
Inspiration: 10
Soul Reaping: 8+1

Power Drain
Spiteful Spirit
Insidious Parasite
Vocal Minority
Defile Defenses
Parasitic Bond
Leech Signet
Ressurection Signet

[N/Me;OAVTMUDeYKDIPYPYuhRcMoHQAA]

Corrupt Enchantment(N/E)

Curses Magic: 12+1+1
Soul Reaping: 9+1
Earth Magic: 9

Corrupt Enchantment
Parasitic Bond
Defile Defenses
Glyph of Lesser Energy
Price of Failure
Faintheartedness
Ward Against Melee
Res Sig

[N/E;OAZTYyDnSSqCZ4M4QYMgREWQAA]
Anti-Melee hexes are hurting at this time, mainly because of the overwhelming power of a correctly used Hex Eater Vortex. When that thing gets going, their frontline starts bombing our mid-and-back lines. Furthermore, Necros don't really bring much to the table anymore in terms of versatility. I think a dual-mesmer midline would suffice, and we'd have room freed up for other characters.

Some options present themselves:

R/Mo Cripshot
A hex build needs snares to hinder the mobility of the opposing team and force them to take our damage and deal with hexes. Cripshots are versatile, can hinder enemy frontlines, and provide valuable interrupts on the mainline. However, they lack certain team benefits that a caster build could offer. Cripshots are split capable, but that doesn't really mean much to us, because Hex has a hell of a time splitting and dealing with splits.

E/x Shatterstone
The E/x Shatterstone provides massive spike damage and hardcore snaring capability, and could also serve as a platform for some choice secondary profession spell. However, this build would have difficulty dealing with Hex Eater Vortex, just like the anti-melee necromancers, but this type of character would still fare better because snared enemy warriors would have a hard time getting in the correct range for HEV.

E/x Icy Prison
If our frontline is just that damn good, we could forget about the spike damage and turn this character into full-on support. HEV is still a problem, but I've already covered that. Icy Prison is the best snare in the game, and would allow the frontline to beat the hell out of any target we wanted. On Burning Isle, its especially deadly, and keeps opponents stuck in the lava.

Rt/x Weapon Rit
We could also take this route, which I find particularly interesting. A mainline weapon rit could supercharge our offense and provide some defense in the process. Ancestor's Rage, Warmonger's Weapon, and Splinter Weapon are all extremely powerful tools, and could really bolster our offensive frontline significantly. This character could even bring a few ice snares if we need to.

This build also looks particularly interesting
http://www.pvxwiki.com/wiki/Build:Rt...port_Ritualist



Quote:
Mo/E

Protection 14 (12+1+1)
Divine Favor 13 (12+1)

Deny Hexes
Dismiss Condition
Reversal of Fortune
Shield of Deflection {E}
Spirit Bond
Divine Spirit
Aegis
Glyph of Lesser Energy

Template Code:OwYS8YIPzkBiW0m8920IjAC

Mo/E WoH Aegis

14 (12+1+1) Heal
10 (9+1) prot
10 (9+1) divine favor

Infuse Health
Reversal of Fortune
Word of Healing
Dismiss Condition
Protective Spirit
Cure Hex
Glyph of Lesser Energy
Aegis

template code: OwYT04XCzhkMT0Ib66x0HZEQAA


OQNCAcwTLYrtCKBCVRHI5jA

SoI Mes runner (Me/Mo)

Illusion Magic: 12+1+1
Fast Casting: 12+1

Ethereal Burden
Conjure Nightmare
Clumsiness
Illusion of Haste
Signet of Illusions
Auspicious Incantation
Healing Breeze
Heal Party

Alternate Runner

Water Runner(E/Mo)

Air: 4+1
Water: 12+1+1
Energy: 10+1
Healing Prayers: 9

Shatterstone
Healing Breeze
Freezing Gust
Blurred Vision
Heal Party
Storm Djinn's Haste
Glyph of Lesser Energy
Res Sig

[E/Mo;OgNEgzyc25gM+IpMz66AkoVFAA]
Not sure how I feel about the runner. It's interesting, but it seems like it needs some more cohesive solo tools. Mending Touch would be a good start (especially if you have Illusion of Haste). If you want a heal party spammer, don't waste three slots just to support a clunky Signet of Illusions/Auspicious Incantation trick. Elementalists can do the job much better, and support some other skills nicely in the process. It needs some work.

Bear in mind, that by playing a hex build, you have to be mindful of the fact that most teams are going to try and score kills by spiking. The monks need to be tailored to defend primarily against spikes. As long as we can outpressure, we can win the game.

All I can see at the moment.

However, here are the responses I recieved:

Quote:
Originally Posted by Mike
I should bite my tounge, but I won't.

I really can't even go into all the points. I have not the time, nor the interest. I don't like the fact that someone doesn't play with us for weeks at a time, then comes on to the forums and trashes our highly effective build.

A build is supposed to be something greater than the sum of it's parts. That's what this build is, and it has been more effective than anything we've run recently. For the most part, I hate the meta. I was the same way when I played Magic, Mage Knight, Asheron's Call, Netrunner, or any other competetive game I've played at a high level. I can't stand doing what is being done by others. It really breeds boredom, and an overall lack of creativity and skill. Hence the reason we run builds like this. It's interesting, effective, and entirly different from anything else on obs mode.

I'm sorry if this comes off as nasty. I just really can't stand this type of post. It breeds discontent, confusion, and frustration. It's not productive or constructive.
Quote:
Originally Posted by Elliott
talus, i know you have not yet played the build, and i dont want to discourage making build comments. i apologise ahead of time if i seem blunt in these responses, but i make them not only inorder to help you understand why certain build choices were made, but also so that others who have similar questions can see the reasoning and thought that goes into the production of our builds.

Also, your suggestions seem to be based more on a build that youve played before, and not on playing the build we're using. You will see that all of the issues you bring up, and other common meta issues, are answered by the build itself. for example:

Quote:
Originally Posted by Talus
but with a four caster midline, I'm wondering if it can withstand large amounts of physical pressure.
shutting down the melee ( with necros) and the melee support (with mesmers) vastly reduces physical pressure, as has been seen through the play of the build.

Quote:
Originally Posted by Talus
Hex overload is powerful, but in recent months, its fallen into disfavor (at least, this is what I've seen on observer). Physical pressure has always been the best method of dealing damage, and in order to get hexes to stick, you need to really pile them on.
How we deal the damage is a moot point if our damage is getting through. piling on hexes is always a good idea, as long as you can keep them effective, but with skills like hex eater vortex in the meta, shutdown of hex removal is more important. thats where the dual migraine mesmers and signet of humility come in. the way we have been playing it, the migraine mesmers can shutdown the hex removal of both monks pretty effectively, as well as near permanently locking out the elite of an off monk (hex eater vortex, or blinding surge if applicable). when we have both of a team's healers operating under migraine, and your frontline piled under hexes, and your midline degening to death, all while a dervish is taking targets down with 3-4 swings of his scythe, that team is not going to be lasting very long.

Quote:
Originally Posted by Talus
However, hexes by themselves don't really help much, and with only one real damage dealer in the build, we're going to be hard pressed to score kills against an overly defensive team. Ideally, we'd be boasting two powerful hexing midliners, with two frontloaded offensive characters, and a snare elementalist to round it all out.
see above response. Ideally, we'd be boasting two powerful hexing midliners, with two shutdown mesmers to make it so that those hexes STICK, and a lyssa dervish to round it all out. ah, wait, is that what we've got? yes? ah, ok then. (lol, apologize for the sarcasm)

Sorry for the large text wall, but I'm pretty sure that they're not going to listen to me on this issue, so if I could get some backing and support for my position, they might listen to that. If they really want, I'll give this build a few trial runs and the benefit of the doubt, but I'm positive that it's not going to be as good as they're touting it, especially if the meta they're testing it against is off the ladder.

Worse comes to worse, I look for a new guild.
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Old Dec 28, 2007, 08:01 PM // 20:01   #2
Tab
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Hex overload is decentish for rolling terribad teams on Burning if you don't care about improving and having fun. However, it's fairly vital that you take Melandru over Lyssa with a solo frontline, otherwise bsurge = no kills.

If they're happy running gimmicks that are no fun to play and don't make you a better player, then there's not really much you can do.

However, it's definately not as good as they're touting. It's a one dimensional build that is decent but not great, and fails if you get any hall other than Burning.
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Old Dec 28, 2007, 08:17 PM // 20:17   #3
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I say you shouldn't knock it until you try it.

Then if it fails you have your ammo/evidence to post about, that would help in convincing, not the posts of random people who haven't run the build either.

If the Lysssa is blind all day, your good, if It mows folks over, won't you be surprised.
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Old Dec 28, 2007, 08:27 PM // 20:27   #4
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Quote:
Originally Posted by Orange Milk
I say you shouldn't knock it until you try it.

Then if it fails you have your ammo/evidence to post about, that would help in convincing, not the posts of random people who haven't run the build either.

If the Lysssa is blind all day, your good, if It mows folks over, won't you be surprised.
I'd lend a lot of credibility to the posters on this forum, and I believe this to be the most 'friendly' community to serious pvp discussion. I've found the QQ and iq forums to be kind of jaded; good for lurking, but not for posting.

I'll give this build its fair due, but rolling unladdered and/or scrubby guilds doesn't really prove much

A good Blinding Surge ele could singlehandedly stop Eurospike back in the day. I doubt Lyssa Dervishes are more effective.
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Old Dec 28, 2007, 08:31 PM // 20:31   #5
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lol. The only guilds that would lose to a hexoverload is those who play randomway or well as shitty as guild randomway teams. Seriously even crap shit guilds can run blockway. Anyway if a guild wants to run a shitty build, tell them their build is shit first, but agree to play, then watch it fail, then tell them their build some shit again. Rinse and repeat as many times as it takes for them to understand why its shit.
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Old Dec 28, 2007, 08:32 PM // 20:32   #6
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Such eloquency.
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Old Dec 28, 2007, 08:59 PM // 20:59   #7
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Hex overload was ridiculous about 6 months ago, but after the nerfs I don't see you beating anyone decent with it. The build worked because curses were so OP, opposing warriors would miss every swing and kill themselves doing it. Without the ridiculous reckless/price combo you'll be left with a load of squishies getting pounded on, and not enough melee damage mitigation to save yourselves. You'll beat some bad teams because teams pack less hex removal now and weaker party heals, but the build is so much weaker than it once was that it seems pointless to run it.
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Old Dec 28, 2007, 09:35 PM // 21:35   #8
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Tell them that they're bad.
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Old Dec 28, 2007, 09:51 PM // 21:51   #9
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I believe 5 hex was a popular farming build during the last champ point weekend, which I believe took place after the major nerf to curses. This looks like a mod of it. I think it is worth pointing out that it should not be hard to shut down a bsurge with 2 migraines and 2 hum sigs(the lyssa derv is obviously there to 2 shot migrained casters... a great idea? I don't know, but the derv should probably not be blind the whole match), but more importantly, I think it is pretty easy to decide whether or not a hex build will work.
1: Do I have enough of the lamest hexes in the game?
2: Do I have substantially more hexes than any unknowing guild will have hex removal?

If the answer to these questions is yes, your hex build will probably work. You won't improve at all, but you will probably get some colorful comments after you roll a guild on ladder in a few minutes.
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Old Dec 28, 2007, 10:34 PM // 22:34   #10
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Quote:
Originally Posted by wuzzman
lol. The only guilds that would lose to a hexoverload is those who play randomway or well as shitty as guild randomway teams. Seriously even crap shit guilds can run blockway. Anyway if a guild wants to run a shitty build, tell them their build is shit first, but agree to play, then watch it fail, then tell them their build some shit again. Rinse and repeat as many times as it takes for them to understand why its shit.
Quote:
Originally Posted by Seamus Finn
I believe 5 hex was a popular farming build during the last champ point weekend, which I believe took place after the major nerf to curses. This looks like a mod of it. I think it is worth pointing out that it should not be hard to shut down a bsurge with 2 migraines and 2 hum sigs(the lyssa derv is obviously there to 2 shot migrained casters... a great idea? I don't know, but the derv should probably not be blind the whole match)
Ohnoez contradictory information!
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Old Dec 28, 2007, 10:35 PM // 22:35   #11
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5-hex was run before the LoD nerf, and relied heavily on LoD being the only party heal. You could just spam both Humilities on their LoD monk and watch their team crumble under the degen. That's why Melandru was so strong in the build - he didn't require much support, and could finish off degened targets quickly with Wearying + Eremites.
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Old Dec 28, 2007, 10:50 PM // 22:50   #12
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Any team with hexeater and 2 decent warriors is going to steamroll you.

The standard balanced setup with ranger, mesmer, paragon w/warmongers can do enough disruption on your hexers to kill you fast. This is of course provided you're playing someone who knows what they're doing. You will probably rickroll bad teams and die to good ones. That's what gimmick builds do.
Quote:
I say you shouldn't knock it until you try it.

Then if it fails you have your ammo/evidence to post about, that would help in convincing, not the posts of random people who haven't run the build either.

If the Lysssa is blind all day, your good, if It mows folks over, won't you be surprised.
I don't need to have played a dolyak signet warrior to know that it fails. Likewise I don't need to play your build to know that it is going to get dominated by certain things. And I've played against heavy hex before, even before they were nerfed. As long as the other teams midline is semi competent, you're going to lose.

Last edited by Floski; Dec 29, 2007 at 12:35 AM // 00:35..
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Old Dec 29, 2007, 03:00 AM // 03:00   #13
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If the guild is comfortable running that build and is having fun and some success with it, then see the build in action before discussing the build further. Give them a chance to show you how it works. Sure, playing hex builds or other "gimmick" builds breeds a certain type of skill and play style that really doesn't help much when playing more conventional builds. But since you're more about having fun now instead of breaking top 100, give that Lyssa Avatar a spin and see what she can do (but no Eremite's Attack or Mystic Sweep? Hmm...).

My guild has played a lot of off-the-wall builds in the past, at times to our detriment, and we've often surprised ourselves when, contrary to conventional wisdom, some of these things actually work. We've also been able to figure out what causes some of these builds to fail against certain teams, and that experience in itself can be priceless when the build's creator seems particularly stubborn about changing it.

And, of course, analyze the build's flaws politely in your forums after losing so that your guild can try to see why you expressed the concerns that you did. It'll be much more convincing if you played the build the way they wanted you to play it and it still fails. Either you have fun beating people with an unconventional build, or you get more support for your arguments against the build. Just play.
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Old Dec 29, 2007, 04:29 AM // 04:29   #14
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5 Hex is playable; it's not bad at all at farming unprepared teams just outside of the top 100.

Lyssa is good if they don't bring BSurge. If they bring BSurge that character is awful. Yes you can put a Migraine guy on him, but if you brought Melandru you could just ignore that character entirely. Having to care about characters you otherwise wouldn't is not a good thing.

Those Mesmer bars are not playable. Only one energy management skill on an Illusion bar with just Leech Signet for energy, and with PReturn on there as well? You're kidding me. The idea of using Draw Conditions on a guy who has to constantly cast and watch for interrupts to keep his energy going is pretty ridiculous as well.

The Spiteful guy is ok though I'm concerned about his hex volume. Second guy seems like a bad joke, does he really do anything? He's just volume hexes with nothing really money coming out of him. Ward seems ok there. Interrupts are going to be a problem with 3 guys needing to hit theirs consistently to keep going.

Don't put too much emphasis on the self-sustainability of the runner, you're going to win or lose in ~6 minutes with this build. There won't be extended splits or holdouts.

Bars in general are lagging behind a bit; Humsig isn't what it used to be, and the old SoD/Prot bars from the LoD days don't cut it anymore. Needs general updating.

Archetype is fine though, plays just like poopnthump, latch onto targets, mash on buttons, and see if they die or not.
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Old Dec 29, 2007, 05:04 AM // 05:04   #15
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Quote:
Originally Posted by Ensign
Archetype is fine though, plays just like poopnthump, latch onto targets, mash on buttons, and see if they die or not.
Which is why its not that good.
Dumping Lyssa might be an easy thing for you to convince them of, but in my experience, people who like Lyssa seem to have forgotten Melandru even exists.

The builds are all a bit lacking. Bad skill choices also dont make it any better. I really enjoy the double ressurrection chant.
"okay guys, we're using interrupt food as our hard res, so take two copies, and hope the ranger's second interrupt is recharging, and that they dont have a mesmer."

zealous sweep on lyssa is hilariously redudntant, and imo, any derv without 3/4ers (atleast one) isnt a legitimate build.
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Old Dec 29, 2007, 09:15 AM // 09:15   #16
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Quote:
Originally Posted by Ensign
Those Mesmer bars are not playable. Only one energy management skill on an Illusion bar with just Leech Signet for energy, and with PReturn on there as well? You're kidding me. The idea of using Draw Conditions on a guy who has to constantly cast and watch for interrupts to keep his energy going is pretty ridiculous as well.
I told them almost the exact same thing, and they didn't listen. They reasoned that "a good player" would be able to compensate for the energy issues on the bars by casting conservatively; or micromanage draw and interrupts effectively.

I say it's a load of crock.

I'm really regretting going back there...

Quote:
But since you're more about having fun now instead of breaking top 100, give that Lyssa Avatar a spin and see what she can do (but no Eremite's Attack or Mystic Sweep? Hmm...).
I wouldn't say I'm more about general pvp "fun" now, because I enjoy winning the most. I'd love to get back into high end play, but I really don't have a good team to roll with at the moment.

Last edited by Captain Robo; Dec 29, 2007 at 09:20 AM // 09:20..
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Old Dec 29, 2007, 11:34 AM // 11:34   #17
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LotD was never good and has always run terrible builds, the time when you're talking about when they were almost top 100 was when they guested people like benson on a daily basis.
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Old Dec 29, 2007, 01:04 PM // 13:04   #18
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Quote:
Originally Posted by Captain Robo
I told them almost the exact same thing, and they didn't listen. They reasoned that "a good player" would be able to compensate for the energy issues on the bars by casting conservatively;
It's true that a better player, when comfortable with a bar, will have better energy than a worse player, as he 'wastes' less energy on ineffective casts and gets more mileage out of every spell. You need to build bars in a specific way for that to be possible though, with strong situational skills that have a high effect per cast ratio. That's pretty much the antithesis of a character with Conjure Phantasm on his bar, and hexers in general - degen is about volume, not high value casts. If that's the way that they expect those characters to manage their energy, the skill choices are downright retarded; there's no way you can pay for Conjure Phantasm or degen hexes in general without some sort of energy engine, and there's no point in taking Power Return over even a modestly specced Power Spike, Signet of Distraction, or some other stronger interrupt if you don't expect to have a lot of energy to put into it.

Cutting to the point, it's really not a philosophy that plays very well with running hexes, where the timing on the Mesmers usually comes down to being able to hit your Power Drains as close to on recharge as possible so you can keep pumping out the hexes.

Honestly those Mesmers don't have the energy for much more than Migraine / cover / interrupt a single target. Someone's maintaining a fantasy about a Mesmer supporting four hexes plus Draw and PReturn on a PDrain alone. The first guy, thanks to Signets, can maintain Migraine with cover on a single guy and maybe throw a couple spare degen hexes around depending on interrupt load, while doing his Humsig duties; the second guy is making sure PDrain hits on recharge so he can afford to pay for Migraine + cover, Frustration + cover and no degen spam; of course things get really ugly on his bar if he needs to PReturn or Draw at all. That's it really; you have a couple Mes bars with spam skills that you can't possibly spam and virtually no tools to stay effective when not spam casting. Or, to put it bluntly, bad Mesmer bars.
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Old Dec 29, 2007, 01:41 PM // 13:41   #19
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Clearly, they have no idea how to play Guild Wars.

Quote Ensign's posts at them and hand them fresh razor blades, imo.
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Old Dec 29, 2007, 02:58 PM // 14:58   #20
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5 Hex really won't get you anywhere anymore unless you face a team with no party healing, as others have said. It won in it's day by casting Hum Sig on Hex Eater Vortex and LoD and then having three Putrid Biles pop near simultaneously. You could definitely still shut down someone's HEV, but I doubt you can stop Life or Kaloi or a 3rd monk with Heal Party.
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