Dec 30, 2007, 08:29 PM // 20:29
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#2
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Pre-Searing Cadet
Join Date: Dec 2007
Guild: I Pull My Hair While I Spank My [Self]
Profession: Mo/
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There is nothing in the build that can stop Aegis + DA + Ward + Guardian + SoD + Snares (effectively).
The idea of two rits for a super-powered frontline is nice, but with so much blocking and protting and no way to remove it with your build, not a lot of pressure/spikes will go through.
Take out one or both of your shock axes and bring a necro/mes for some form of caster shutdown + enchant removals.
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Dec 30, 2007, 09:25 PM // 21:25
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#3
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Forge Runner
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You don't really need two copies of splinter, I'd suggest taking the one off the resto rit for WoW.
And as the above poster said, 4 melee is too much. I'd suggest dropping one for a paragon (DA probably) with mirror of disenchant, and paragons are also better at taking advantage of warmonger's either way.
You might want to put a hard res in there, throw a death pact on a rit or something.
And is weapon of quickening really pulling it's weight? Considering that it's a really strong caster buff (especially offensive casters) in a build dominated by melee, it doesn't really seem worth it as an elite.
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Dec 30, 2007, 11:36 PM // 23:36
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#4
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Wilds Pathfinder
Join Date: Mar 2007
Guild: two
Profession: W/N
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What's with the mend touch on the WoH monk? Combine mend condy+mend touch into dismiss or draw, then bring another skill.
As stated, you need some way to shut down defense. In your current state, water eles are going to eat you alive. A mesmer or a ranger would help your cause, but it does also require you to drop something.
Only one copy of splinter weapon should be sufficient.
I only see one character capable of running relics effectively. This is bad. You need to be able to dual run. Throw Pious Haste on one of the Mel's dervs.
Some form of snare is needed. I suggest exchanging splinter weapon on one of the rits and picking up ward v foes (preferably on the rit that has the melee) because snare hexes aren't going to be that effective for you since you have no other hexes. I actually suggest losing weapon of quickening and picking up offering of spirit, then losing glyph of lesser for the ward. This allows you to lose the splinter weapon on the resto rit and picking up weapon of warding instead.
The frontline seems a little monotonous to me. I would like to see more specific roles added to those characters. Adding a Song of Concentration to one of the axe warriors is one idea (requires you to lose shock).
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Dec 31, 2007, 12:36 AM // 00:36
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#5
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Forge Runner
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Quote:
Originally Posted by TheHaxor
Some form of snare is needed. I suggest exchanging splinter weapon on one of the rits and picking up ward v foes (preferably on the rit that has the melee) because snare hexes aren't going to be that effective for you since you have no other hexes. I actually suggest losing weapon of quickening and picking up offering of spirit, then losing glyph of lesser for the ward. This allows you to lose the splinter weapon on the resto rit and picking up weapon of warding instead.
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I don't even think that he absolutely needs a snare considering that he has 4 (3 if he swaps a melee) copies of bull's and 1-2 copies of shock. Of course, I do agree that quickening is kind of useless and that OoS would be a better elite to throw there, so ward v foes wouldn't be a bad skill to replace GoLE with.l
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Dec 31, 2007, 05:10 AM // 05:10
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#7
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Wilds Pathfinder
Join Date: Mar 2007
Guild: two
Profession: W/N
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Quote:
Originally Posted by Llint
Updated: I took away a mel dervish in place of a paragon. Paragon has Make haste and mirror of disenchant, with crippling anthem.
I am keeping the WoQ on the rit. Ignoring the question of if the WoQ rit is pulling its weight, anything else that can be improved upon?
Build
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The build still needs a way to shut the other team's defense down. I still think a ranger/mesmer is the way to go in one of those slots.
I still think the WoH monk bar needs to be improved. It would be nice if one of the monks packed aura of stability.
The build now has an answer for relic running, which is a nice bonus.
The only other concern I have left is that it appears pretty weak against hexes since it's pretty light on hex removal. However, this really isn't a major concern to me.
Quote:
Originally Posted by TheOneMephisto
I don't even think that he absolutely needs a snare considering that he has 4 (3 if he swaps a melee) copies of bull's and 1-2 copies of shock. Of course, I do agree that quickening is kind of useless and that OoS would be a better elite to throw there, so ward v foes wouldn't be a bad skill to replace GoLE with.l
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Block > Bull's Strike
Shock is only going to keep someone down for so long. If you consider that a lot of teams are packing water hexes, no snares are going to cause him to get outrun in 1v1 relic runs pretty consistently. This is especially true against good teams. Also, it won't help his cause at all in HoH relic runs. I guess if you have no problems with leaving HoH relic runs out of your hands, then it is okay to go without a true snare.
Plus, foes is pretty versatile and works extremely well in conjunction with melee against melee heavy teams. Simply using it as a relic run snare would be pretty close-minded =P
Last edited by TheHaxor; Dec 31, 2007 at 05:13 AM // 05:13..
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Dec 31, 2007, 09:39 AM // 09:39
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#8
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Lion's Arch Merchant
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For the other teams defense, what are they going to be running asides from say bsurge that will stop warmongers weapon from activating?
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Dec 31, 2007, 09:53 AM // 09:53
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#9
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Jungle Guide
Join Date: Jan 2007
Guild: The Elite Lords of Chaos [LoC]
Profession: R/
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Quote:
Originally Posted by Llint
For the other teams defense, what are they going to be running asides from say bsurge that will stop warmongers weapon from activating?
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Wards, Snares, Aegis, etc...
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Dec 31, 2007, 03:37 PM // 15:37
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#10
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Forge Runner
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Seeing how overpowered splinter/AR/warmongers is atm, you prolly can get away with a one-dimensional build like that.
Really simple, Warmonger 1=> Prot, Warmonger 2=> Warder/Secondary healer, and then spam spam spam those attack skills untill they die.
Sadly enough, that build will work...
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Dec 31, 2007, 05:55 PM // 17:55
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#11
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Lion's Arch Merchant
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Quote:
Originally Posted by Killed u man
Seeing how overpowered splinter/AR/warmongers is atm, you prolly can get away with a one-dimensional build like that.
Really simple, Warmonger 1=> Prot, Warmonger 2=> Warder/Secondary healer, and then spam spam spam those attack skills untill they die.
Sadly enough, that build will work...
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That and hope to god all your AR and splinter weapon wrecks havoc for a fast roll. Amirite?
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Jan 01, 2008, 03:35 AM // 03:35
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#12
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Wilds Pathfinder
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the build fails. Warmonger training monks only works in TA. Your team will be dead long before the other team will start getting annoyed and I'm talking about IWAY/SWAY/SFWAY builds. It's really not a matter of "who's defense can you crack". If you haven't noticed, HA hasn't been about defense for a long, long, long, long, long time now. Really HA whether your spiking or doing a pressure build is just one big gun slinging contests. Occasional some guild balance would come along, but they either bring 3 monks as their only defense and praying they can aoe/spike/"out heal" the other team fast enough before their build falls apart or bring 3 monks and a web of defense and just rainbow spike the other team every 20 seconds till they resign from the boring match. The build the OP posted would probably do surprisingly well against the former balance, and fail against the latter version of HA balance while getting owned in a gunslinging contest with ever gimmick in the meta.
Last edited by wuzzman; Jan 01, 2008 at 03:39 AM // 03:39..
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