Dec 28, 2007, 06:08 AM // 06:08
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#1
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Jungle Guide
Join Date: May 2006
Guild: The Seraphim Knights [TSK]
Profession: E/A
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Skye's New Years HA Build
Something I've been tweaking for a while. Constructive criticism welcome:
http://gwshack.us/59df5
Notes:
-Maintain Guided on Cripslash, Warmongers on Dervish, and Splinter on Ranger and casters who can wand things
-Each rit has a melee for Ancestor's Rage
-Cripslash calls targets for spikes between pressure
-Water ele actively snares melee characters
I'm not sure about:
-Auspicious + Heal Party, but it's better than a kick in the balls with a frozen boot
-General HP levels.. average is ~535 without survivor's, so that could be added to boost it
-Weapon of Remedy in the same build as Weapon of Warding + Wielder's Boon.. maybe Expel Hexes or another elite would be better
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Dec 29, 2007, 08:52 PM // 20:52
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#3
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Krytan Explorer
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might not have enough heal imo, and your ranger doesn't need 3 interupt skills especially when you have mage bane which recharge in 5 seconds.
The second rit bar looks to be a bit too busy, which means not all the tasks that you think he'll be doing will get done.
This build lacks some damage, especially with only 1 deep wound on the warrior which can be blinded or hexed.
Needs a bit work, but it looks fun.
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Dec 30, 2007, 12:17 AM // 00:17
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#4
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Wilds Pathfinder
Join Date: Mar 2007
Guild: two
Profession: W/N
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ehhh... it should be noted that I am not going to tell you exactly what to run, but how to tweak what you currently have into something that will work better.
The D/A needs deepwound. Deepwound tends to kill things. I don't really understand why that character is a D/A in the first place either... I don't really like that character at all.
Savage Slash is bad. Dblow would be better. I would actually go with Bull's Strike since there is a KD nowhere else in the build. Flail is also bad on any warrior other than hammer. Use frenzy.
There is no point to splinter if you are maintaining other weapons on your frontline already. The way you are planning on using splinter doesn't work.
Your water ele only has one snare. This is very bad. It also has a run skill which makes me think you actually plan on having this character run relics. That is not very smart. Also, Shatterstone doesn't serve much of a purpose since you shouldn't really be spiking with this build. Another elite would work much better in that slot. If you want a damage skill on that character, then go with Vapor Blade since this build has a nice bit of enchant removal in it (Gaze+SA).
I think a PD mes would work much better in the ranger spot in this build.
The WoH monk's bar need serious work. The WoH monk needs to be a hybrid heal/prot. The RC monk's bar is pretty acceptable, although I'd rather take veil over remove hex.
You have too many low armor targets running major/sup runes. This is bad. The monks, the rits, and the water ele should be running minors, while the high armor targets can run majors if they so choose. I can't stress this point enough. Having high HP is good.
Overall, it appears your build has no identity. It appears you want to pressure things, yet you have a bunch of things noteworthy of a spike build. It isn't possible to be overly successful at either with the way the build is set up. You also need to identify which characters are going to run relics in your build, as well as whether those characters should be the ones running relics. Make their bars in such as way that they can be successful at the task (obviously, a good run buff is a req.).
Last edited by TheHaxor; Dec 30, 2007 at 12:29 AM // 00:29..
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