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Old May 22, 2007, 02:27 AM // 02:27   #1
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A few quick ideas:

ON your dervish, running heart of fury is good(it is teh attack speed increase right? I confuse it with heart of holy flame sometimes), however rending touch is terrible in combination. I would suggest, considering tha tyou have hex snares on this char and on a water ele at the stand, rending sweep. You derv is lacking at least one more attack anyhow, and rending sweep will combo well on this char. Also, this char lacks a speed buff. If you want some emanagement, try lyssa's haste maybe. It provides come energy with a health loss that an lod monk can mop up with no problems. I would also consider losing victorious for mystic or eremites. This lets the derv set of fhis deep wounds from wearying quickly.

A glaring thing on the water bar: grasping earth? Why would you spec into earth for this when frozen burst is already in water and is probably the strongest stand skill a water ele has? Anyhow best of luck.
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Old May 22, 2007, 02:29 AM // 02:29   #2
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Default Old dogs learning New Tricks (build critique wanted)

Hullo all - we're an old guild looking for criticism on our new build.

Our Situation:
The point is, we used to be a rank 200~300 guild back when NF first released - running balanced with 7 pretty experienced players and one decent one. Then final exams hit for all of us, we took a 3 month break and 3 of us left for foreign prospects (aka gears of war and supreme commander).

Now the bulk of us are back playing, and we've started playing gvg again - however, now with 5 good players (albeit rusty) and 3 rather inexperienced ones.


The Impact:
As we've tried balanced, getting one to work on a Saturday night (where we meet everything from pure condition pressure to eurohex to euro split within 5 matches) - and as one of our two experienced monks has left us, we've gotten our buttockses handed to us over and over - demoralizing the newbies and vets alike.

The problem here is we're old dogs - and most of us want to play roles we're used to, with the only open minded guys being the newbies who cant really play their builds properly in the first place. This isn't to mention that we've had to make do with a new monk (myself) - who's experience centralizes around every other class but that one.

This means that we generally cant fit into top-100 builds because there are holes in major places which destabilizes them (particularly including an inability to spike and split due to a newbie being involved in both practices if we try).

Thus we've made a build which is tailored to our team rather than centralizing solely on efficiency - as well as being able to stand up to "Saturday night games", with their extreme meta.


The Point:

So here it is - we'd like criticism on individual inefficiencies and overall weaknesses, as well as suggestions for characters/class combinations which can replace ones we've opted for. (keeping in mind that we're out of touch with current builds-of-choice)

I'll include the basics of each build and why we chose it.
(You'll notice that the build shares the everyone-does-a-bit-of-everything mentality with the olden day balanced)

And yes, this is a pressure build.

Can also be seen at: http://gwshack.us/8610

Cripslash:
We wanted a all-round pressure warrior with the ability to remove his own blinds as opposed to relying upon overburdened mid/back lines. To counter dual aegis and to help get around basic boundaries, we also wanted him to have enchantment removal.

W/N - attributes being mainly in sword and strength, with curses at 6~9
Cripslash
Gash
Final Thrust
Rush
Frenzy
Plague Touch
Rip Enchantment
Res. Sig


Dev Hammer:
An all-round caster-crusher was in order, so we opted for dev hammer with stonefist rather than backbreaker - his spike being supplemented primarily by the midline rather than the other warrior. We also know that he'd be the target of much blind and/or cripshot, so we wanted to give him a free condition removal. (again to minimize pressure on the mid/back lines)

W/P - attributes entirely in strength and hammer
Dev Hammer
Crushing Blow
Fierce Blow
Prot. Strike
Flail
Rush
Remedy Signet
Res. Sig


Mellandru Dervish: - needs criticism -
Good for VOD, with decent pressure capabilities - however our build-makers (inc. self) aren't too experienced in making a 4-skill-centric dervish build, so bare with it.
We wanted another front line enchantment removal, again for general annoyance and aegis - but more uniquely, we wanted this dervish to have an aoe snare for when falling back and when sent to counter-gank. It also takes the place of a speed boost here.

Note: when it comes to this build, we’ll take any suggestions.

D/E - Atts centralizing around scythe, mysticism with 6~8 in earth.
AoM
Wearying Strike
Victorious Sweep
Zealous Renewal (?) - this mellandru build struck us as energy intensive
Heart Of Fury
Rending Touch
Grasping Earth
Res Sig


Expel Paragon:
General multi-purpose expell hexes paragon with a hard rez and anti-aegis.

P/Me - attributes in Spear, Leadership and Motivation

//Wild Throw// --> Spear of Lightning (thanks to InfernalSuffering)
//Merciless Spear// --> Vicious Attack (thanks to InfernalSuffering)
Anthem Of Envy
"Go For The Eyes!"
Mirror Of Disenchantment
Expel Hexes
Aggressive Refrain
Signet Of Return


Water Hexer:
Snare / anti-melee in our favorite way – plus one big anti-hex for eurohex and a skill to help falling back/kitting.

E/Mo – Atts in Water, Earth and midrange in Energy Storage so Eprod doesn’t backfire.
Freezing Gust
Blurred Vision
Deep Freeze
Ether Prod.
Grasping Earth
Ward/Melee
Convert Hexes
Res Sig


RC
Standard prot mo/a with RC, SB and Gift primarily for spike mitigation and pure condition pressure, plus a hex removal for enemy water eles.

Mo/A – Atts in Prot, Div, Healing and some in Shadow Arts.
RC
Gift
Reversal
Spirit Bond
Mending Touch
Holy Veil / Deny Hexes (depending on player preference)
Dark Escape
Return


LoD Infuse
Standard lod infuse mo/a for pressure and anti-spike, plus dwaynas for eurohex / water hexes.

Mo/A – Atts in healing, div favor and shadow arts
LoD
Dwaynas Kiss
//sig dev// -> Signet of Rejuvenation (thanks to holymasamune)
Infuse Health
Healing Touch
Deny Hexes
Dark Escape
Return


Air Runner
We wanted some usefulness on a split, with durability because of the guy who’ll be playing it – plus heal party to help further against raw pressure.

E/Mo – Atts in Air, Energy Storage and Healing
Blinding Flash
Lightning Orb
Lightning Javelin (interrupts enemy attacks on the split – not for when with the main team)
Storm Djinn’s Haste
Ether Prod.
Mending Touch
Heal Area
Heal Party




… So yeah, extreme lack of spike capability – but as the worst of us get better, we can put more in. This pretty much relies upon pressure breaking through, with coordinated spikes of only the hammer and anyone who can help him at the time.

Plus, we generally only ever come up against rank 1000-3000 guilds, so that shouldn't be too much of a problem.

Still, as a good mitigation / pressure build from our perspective, I’d like to see its biggest errors.


----------------------


current considerations after your input:

W/P --> W/Mo

Backbreaker
Crushing Blow
Mighty Blow
Enraging Charge
Flail
Rush
Mending Touch
Resurrection Signet


Dervish:

Avatar of Melandru
Victorious Sweep
Wearying Strike
Crippling Sweep
Whirling Charge
Watchful Intervention
Revealed Enchantment
Resurrection Signet


Front Line Elem:

Ether Prodigy (why? because we consider deep freeze more effective than swapping it or freezing gust for icy shackles + water attunement/glyph lesser)
Freezing Gust
Blurred Vision
Deep Freeze
Frozen Burst
Convert Hexes
Glyph of Lesser Energy
Resurrection Signet

keep the great input coming, as well as input on these builds.

Last edited by Aran; May 22, 2007 at 09:18 AM // 09:18..
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Old May 22, 2007, 02:56 AM // 02:56   #3
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Water Hexer build needs work. Exams are coming up for me also. i'll elaborate later.

Ether Prodigy is gone. No one uses it. Consider making the Air runner elite Bsurge ( i dont know the build off hand, you can ask around for it) the moving him to the mid-line and making the snare the flagger running this bar: Blurred vision. Freezing Gust (or ice Spikes), Icy Shackles, Frozen Burst, Armor Of Mist, Weapon Of Warding, Wielder's Boon, Water Attunement.

Changing up your build alot but it's just my input.

Last edited by You just got tomahawked; May 22, 2007 at 03:55 AM // 03:55..
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Old May 22, 2007, 03:20 AM // 03:20   #4
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Ok I guess I'll go first....


Cripslash:I heavily dislike the Rip Enchantment because of the sacrifice health. Go /D with rending touch for a faster cast and no sacrifice.

Dev Hammer:Mend Touch is more meta but remedy sig can be used too if you are having energy problems which I dont think you should.

Melandru Dervish: Would replace Zealous Renewal with either Eremite's Attack or Mystic Sweep for more spiking capability. You shouldnt have energy problems unless you just start spamming all of your skills.

Expel Paragon: I dislike merciless spear because it is very conditional in that they need to be both under 50% health and you need it charged up. Wild throw isnt that great either with its high adren. I would replace them with Spear of Lightning and Vicious Attack. There should be no energy problems with Anthem of Envy and GftE!. You also lack a hard rez which would be good with Signet of Return here.

Water Hexer:I personally dont like Ether Prod on anything but a runner and would put in either Icy Shackles or Water Trident but that might just be personal opinion.

RC: Looks pretty fine and standard.

LoD Infuse:Again looks pretty fine and standard.

Air Runner: I dont really like Ether Prod at all but I can see the usefullness of lightning javelin even if I woundnt use it. I definately wouldnt use heal area because most splits are sins or warriors who will also get healed by this.

In general didnt seem to be that bad if run correctly...

Last edited by InfernalSuffering; May 22, 2007 at 03:24 AM // 03:24..
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Old May 22, 2007, 03:21 AM // 03:21   #5
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When it comes to the dervish...

Actually, as aegis has a large recharge, and you're using zealous renewal, rending touch works fine (as zealous is almost always on top of heart of fury - which is indeed the attack 33% faster one)

Plus, rending touch is "if this attack hits" - giving it the possibility of uselessness.



When it comes to Frozen Burst vs Grasping Earth...

Grasping Earth:
- He's already specing into Earth for Ward/Melee
- Grasping Earth costs 3x less
- More importantly, when it comes to falling back, it lasts 50% longer

Frozen Burst:
- does a bit of damage, but thats reduced by heaps by armor
- spammable
- spammability may be a bad thing due to energy cost
- can be better if we despec in earth entirely and run spot-warding (which we're not sure about)


Most importantly, we dont actually want him to eprod often, as getting shattered or exhausted can be an issue - 15e every 8~10ish seconds (you wont end up using it every 5, given) becomes an issue when you're deep freezing.

but that change is a possibility - great input.

Last edited by Aran; May 22, 2007 at 03:29 AM // 03:29..
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Old May 22, 2007, 03:40 AM // 03:40   #6
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Surely for the Dev hammer, you would run W/R for antidote signet? It does the same thing remedy is meant to do (remove blind), but also removes poison and Disease.
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Old May 22, 2007, 03:49 AM // 03:49   #7
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Quote:
Originally Posted by InfernalSuffering
Cripslash:I heavily dislike the Rip Enchantment because of the sacrifice health. Go /D with rending touch for a faster cast and no sacrifice.
Here's the problem we were having - mainly, if you go /d, you have no self condition removal - but /n requires life sac.

We decided on /n with rip because with a bit of curses, it reduces to 20%, /n allows for plague touch, and we have an LoD + Heal Party on the team to overcome Rip (not to mention rip should only be used sparingly - ie. on an aegis'ed or SB'd target)

With RC on the team, (and no draw) - we need a knee-jerk blind removal on this warrior, as the RC is more dedicated towards the other monk and our mid/back line (you cant remove conditions while you're healing - and no single water ele can completely dissipate an offense)

Quote:
Originally Posted by InfernalSuffering
Dev Hammer:Mend Touch is more meta but remedy sig can be used too if you are having energy problems which I dont think you should.
The bloke has Prot Strike not only for the on-spike but also to gain adren quickly, so we're encouraging the bloke who's playing it to spam it till you've only got 5e left.

It works quite well, as he uses it on after every 2nd or so hit (which usually goes through because mirror of disench handles half the team's aegis)

However, we're considering giving him H-Sig as opposed to prot-strike and mend-touch... I'd like to get feedback on that idea.

Quote:
Originally Posted by InfernalSuffering
Melandru Dervish: Would replace Zealous Renewal with either Eremite's Attack or Mystic Sweep for more spiking capability. You shouldnt have energy problems unless you just start spamming all of your skills.
A high possibility - however, if he does spam his skills, zealous covers fury almost all of the time, allowing for mending touch to go through.

You're free to give thoughts on that one...

Quote:
Originally Posted by InfernalSuffering
Expel Paragon: I dislike merciless spear because it is very conditional in that they need to be both under 50% health and you need it charged up. Wild throw isnt that great either with its high adren. I would replace them with Spear of Lightning and Vicious Attack. There should be no energy problems with Anthem of Envy and GftE!. You also lack a hard rez which would be good with Signet of Return here.
Signet of return is actually written there, it was a mistake when I did up gwshack.

But yes - I like lightning vs wild throw (thanks for that one) - but I'm not sure about the % chance on vicious actually eventuating. I'd like to see Blazing Spear on there...

Input?

Quote:
Originally Posted by InfernalSuffering
Water Hexer:I personally dont like Ether Prod on anything but a runner and would put in either Icy Shackles or Water Trident but that might just be personal opinion.
yeah, we had a large argument on that one - we considered second wind, as nothing else there causes exhaust, but eprod with low energy storage is supposedly managable.

Quote:
Originally Posted by InfernalSuffering
Air Runner: I dont really like Ether Prod at all but I can see the usefullness of lightning javelin even if I woundnt use it. I definately wouldnt use heal area because most splits are sins or warriors who will also get healed by this.
Yup, their warriors will get healed - but at the same time as anti-gank the AOE snare dervish will be snaring as many melee-ers as he can, and it struck us as more important that the character stayed alive against an anti-runner than it was to deal damage against a gank (when we have grasping earth right there, so he should be able to kit)

We considered healing ring, but against a cripslash / you're all alone / mesmer anti-runner, it's recharge would be an issue.

input on that argument?

Quote:
Originally Posted by Paddatoochie
Surely for the Dev hammer, you would run W/R for antidote signet? It does the same thing remedy is meant to do (remove blind), but also removes poison and Disease.
We thought about this - antidote does work for blind, but it doesn't work for cripple or weakness (a crip shot ranger who didn't apply poison / a dervish with crippling/ bsurge with enervating [quite common] / getting hit by a cripslash warrior while the rc is under pressure)

And this is also where we draw the line for usefulness - we have an RC for mass poison, and to heal you if disease is becoming an issue.


we're considering giving the hammer mend touch as opposed to remedy and hsig as opposed to prot strike, but that will prob be decided after practice.

Quote:
Originally Posted by You just got tomahawked
Ether Prodigy is gone. No one uses it. Consider making the Air runner elite Bsurge ( i dont know the build off hand, you can ask around for it) the moving him to the mid-line and making the snare the flagger running this bar: Blurred vision. Freezing Gust (or ice Spikes), Icy Shackles, Frozen Burst, Armor Of Mist, Weapon Of Warding, Wielder's Boon, Water Attunement.
Midline - Water vs Air:

Water:
- more versitile (as it centres around snares rather than pure conditions)
- hexes are harder to remove from a front line than conditions
- cant apply freezing gust over blurred vision (so requires more target switching / effort : D )
- massive cast time on deep freeze

Air:
- Faster cast times
- More pure damage
- shorter duration of debuffs / faster recharges, so less effected by removal
- cant snare

we generally prefer water as a guild there, because we DO have 4 direct damagers already.


Runner:

We love that E/Rt build, but with me monking, we decided to have HP just in case ; ) - thats a problem made by players rather than a purposfully bad build decision.

Once the runner and I get better, we'll be swapping that.


EProd

The thing about eprod is it depends on how you use it - even back when it was all the rage. Nowadays teams do pack more against it, however, other options for such a high energy build are hard to come by.

Icy Shackles is a great elite, but I wouldn't replace any of the current water hexes with it, due to its slow recharge and relatively short duration.

We considered second wind as e-management, but our actual player isn't that great with it - and it requires far greater tactical usage than even eprod does nowadays.

oh, and I dont think eprod will ever be dead.

Last edited by Aran; May 22, 2007 at 04:40 AM // 04:40..
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Old May 22, 2007, 04:51 AM // 04:51   #8
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Sig of rejuv > sig of devo on lod/infuser. Ether prodigy is a weak elite. Rather run water attunement+icy shackles for snares. The ward is not very necessary since you have 4 high armor targets, a snarer, and both monks have dark escape/return. Lightning strike > javelin on runner. Mending touch > remedy signet on the warrior.
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Old May 22, 2007, 05:00 AM // 05:00   #9
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Quote:
Originally Posted by holymasamune
Sig of rejuv > sig of devo on lod/infuser. Ether prodigy is a weak elite. Rather run water attunement+icy shackles for snares. The ward is not very necessary since you have 4 high armor targets, a snarer, and both monks have dark escape/return. Lightning strike > javelin on runner. Mending touch > remedy signet on the warrior.
Sig rejuv = awesomeness. Thanks.

- for eprod, we'll try it via testing.
- mend touch vs remedy we'll try via testing
- javelin is more useful on the split
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Old May 22, 2007, 07:08 AM // 07:08   #10
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If you're going to be running four physicals, you really want one of them to be splittable.
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Old May 22, 2007, 07:30 AM // 07:30   #11
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Yup, currently we're thinking that the dervish + ele should do on their own, but we may keep the dervish with the party and give the hammer mend touch + hsig as opposed to prot strike + remedy sig - although he's lacking an on-demand speed boost, he should do fine with the runner to take out enemy npcs.

Another option is to change the dervish a bit (see below) and to give the dev hammer enraging charge and mend touch.

-------------------------

What do you guys think of this dervish instead (suggested by our resident guild dervish)

[card]Avatar of Melandru[/card] [card]Victorious Sweep[/card] [card]Wearying Strike[/card] [card]Crippling Sweep[/card] [card]Whirling Charge[/card] [card]Watchful Intervention[/card] [card]Inspired Enchantment[/card] [card]Resurrection Signet[/card]

he suggests that this would prob. be just as effective, but ups the survivability.

-------------------------

Our ele likes the following prospect:

[card]Freezing Gust[/card] [card]Blurred Vision[/card] [card]Deep Freeze[/card] [card]Frozen Burst[/card] [card]Ether Prodigy[/card] [card]Convert Hexes[/card] [card]Glyph of Lesser Energy[/card] [card]Resurrection Signet[/card]


thoughts?

Last edited by Aran; May 22, 2007 at 09:48 AM // 09:48..
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Old May 22, 2007, 11:59 AM // 11:59   #12
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Quote:
Originally Posted by Aran
Here's the problem we were having - mainly, if you go /d, you have no self condition removal - but /n requires life sac.

We decided on /n with rip because with a bit of curses, it reduces to 20%, /n allows for plague touch, and we have an LoD + Heal Party on the team to overcome Rip (not to mention rip should only be used sparingly - ie. on an aegis'ed or SB'd target) With RC on the team, (and no draw) - we need a knee-jerk blind removal on this warrior, as the RC is more dedicated towards the other monk and our mid/back line (you cant remove conditions while you're healing - and no single water ele can completely dissipate an offense)
The problem you will still have is that most likely mid spike(if they are good) they will be sb'd or prot spirited. This leaves you not being able to use it. The problem with removing aegis with it is that monks usually have more than one enchantment on them and chances are you will get RoF instead of aegis which is just wasted. I still prefer rending touch but I understand the condition removal.


Quote:
Originally Posted by Aran
The bloke has Prot Strike not only for the on-spike but also to gain adren quickly, so we're encouraging the bloke who's playing it to spam it till you've only got 5e left.

It works quite well, as he uses it on after every 2nd or so hit (which usually goes through because mirror of disench handles half the team's aegis)

However, we're considering giving him H-Sig as opposed to prot-strike and mend-touch
I would probably give him the hsig and the mend touch because as somebody else said you would like at least one of your melee to be split and this could be it.


Quote:
Originally Posted by Aran
A high possibility - however, if he does spam his skills, zealous covers fury almost all of the time, allowing for mending touch to go through.
Zealous will get stripped anyway when you use rending touch so I would also suggest rending sweep as somebody already said.

Quote:
Originally Posted by Aran
But yes - I like lightning vs wild throw (thanks for that one) - but I'm not sure about the % chance on vicious actually eventuating. I'd like to see Blazing Spear on there...
Depending on how much you have in how much you have in command and spear (assuming 11 for both) you would have a 78.6% chance of getting a critical hit (15.6 for weapon mastery + 63% for gfte). I generally dont find most of the high adren spear attacks (barring cruel spear) to be not worth it.



Quote:
Originally Posted by Aran
Yup, their warriors will get healed - but at the same time as anti-gank the AOE snare dervish will be snaring as many melee-ers as he can, and it struck us as more important that the character stayed alive against an anti-runner than it was to deal damage against a gank (when we have grasping earth right there, so he should be able to kit)

We considered healing ring, but against a cripslash / you're all alone / mesmer anti-runner, it's recharge would be an issue.
Healing ring just heals adjacent creatures (not you) so would actually be worse. I understand taht he can kite but you still may want a straight heal such as words of comfort.

As for the new builds I would probably take off watchful intervention for faithful intervention, but again, that may be just personal opinion as I dont like to recast faithful.
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Old May 22, 2007, 09:56 PM // 21:56   #13
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Quote:
Originally Posted by InfernalSuffering
The problem you will still have is that most likely mid spike(if they are good) they will be sb'd or prot spirited. This leaves you not being able to use it. The problem with removing aegis with it is that monks usually have more than one enchantment on them and chances are you will get RoF instead of aegis which is just wasted. I still prefer rending touch but I understand the condition removal.
Actually, as of recently, we've noticed monks /not/ having more than two enchantments on them (considering LoD Infuse and RC aren't enchantment heavy builds at all) - so aegis is actually the removed enchantment a good deal of the time.

During spikes we're pretty much waiting for an error to be made on the enemy side (as we're closer to pure pressure - due to player capability - than pressure/spike, which we would love to get back into later on)

But yes, a prot spirit / spirit bond situation can hopefully be avoided if our pressure is enough to grind-down their monks' energy - and one can be removed by our paragon if absolutely needed.

Quote:
Originally Posted by InfernalSuffering
I would probably give him the hsig and the mend touch because as somebody else said you would like at least one of your melee to be split and this could be it.
Yup, its between that and switching him to Backbreaker with Enraging Charge as opposed to prot strike, mending touch as opposed to remedy signet and relying on the dervish for the split.


Quote:
Originally Posted by InfernalSuffering
Zealous will get stripped anyway when you use rending touch so I would also suggest rending sweep as somebody already said.
Zealous getting stripped is the entire point - you get energy back for each time you hit under it (perhaps 5 to an extreme of 12~15) plus the energy from mysticism - so the energy management, dispite rending touch, is solid. Its the damage output on that character which sucks - hence the need for revision.

Quote:
Originally Posted by InfernalSuffering
Depending on how much you have in how much you have in command and spear (assuming 11 for both) you would have a 78.6% chance of getting a critical hit (15.6 for weapon mastery + 63% for gfte). I generally dont find most of the high adren spear attacks (barring cruel spear) to be not worth it.
Yup, we did some TA testing just to check out the energy - he has more than enough energy, and using Vicious Attack and GftE! at the same time almost guarentees a deep wound (as the shout applies as you attack, thus almost always executes as wanted).

Quote:
Originally Posted by InfernalSuffering
Healing ring just heals adjacent creatures (not you) so would actually be worse. I understand taht he can kite but you still may want a straight heal such as words of comfort.

As for the new builds I would probably take off watchful intervention for faithful intervention, but again, that may be just personal opinion as I dont like to recast faithful.
Watchful is the long duration one, not faithful : ) - lasts 60 seconds base. Both do almost the same thing but faithful has a longer cast time and needs to be recast more often.

But yes, we'll prob end up seeing how this current build goes - our old/good runner (who now has to play monk as well, due to lack of monks) dislikes the build, but realises its importance - much like you guys.

He personally preferred what we used to have - Healing Breeze + Contemplation of Purity to remove 2 conditions and hexes at the same time if need be (with storm djinns up), as well as giving some on-demand healing.

Thoughts?
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Old May 23, 2007, 02:35 AM // 02:35   #14
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cool builds, thts rilly nice idea
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Old May 23, 2007, 03:44 AM // 03:44   #15
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Quote:
Originally Posted by Aran
Watchful is the long duration one, not faithful : ) - lasts 60 seconds base. Both do almost the same thing but faithful has a longer cast time and needs to be recast more often.
Watchful has the 60 second duration but faithful does not have a duration. It can be kept up infinitely until you need it. It does need to be recast more often but most likely you will want it going off at 50% health anyways. The cast time is 1 second longer (which can make a difference) but it is also 5 less energy. The main reason I would see for running watchful over faithful would be that watchful can be cast on allys as well, but that doesnt seem to be the key point here.
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Old May 23, 2007, 08:46 AM // 08:46   #16
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Quote:
Originally Posted by InfernalSuffering
Watchful has the 60 second duration but faithful does not have a duration. It can be kept up infinitely until you need it. It does need to be recast more often but most likely you will want it going off at 50% health anyways. The cast time is 1 second longer (which can make a difference) but it is also 5 less energy. The main reason I would see for running watchful over faithful would be that watchful can be cast on allys as well, but that doesnt seem to be the key point here.
Those are actually some good points - I'll talk to the guy who plays our dervish and see what he thinks...

It'll come down to his preference, as people generally use skills which they prefer more effectively than those they dont.
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Old May 23, 2007, 09:25 AM // 09:25   #17
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Ur build lacks mesmers. Fkn Noob. >: O
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Old May 24, 2007, 05:48 AM // 05:48   #18
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Quote:
Originally Posted by Dragannia
Ur build lacks mesmers. Fkn Noob. >: O
Very true you know need to stick one in there smwhere, i knew u were missin sumfin.
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Old May 24, 2007, 08:59 AM // 08:59   #19
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Hehe, Dragannia's is our guild mesmer, who's being ousted into the water ele - ignore him : )
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