Mar 02, 2007, 08:38 PM // 20:38
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#1
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über těk-nĭsh'ən
Join Date: Jan 2006
Location: Canada
Profession: R/
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NF Balanced Build
http://gwshack.us/a3802
something i've cooked up in my sleep last night. the build features a few experimental character bars, but they still work well together.
the build is good in a 8v8 pressure battle, as well as being able to freely split if needed.
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Mar 03, 2007, 02:03 AM // 02:03
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#2
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Academy Page
Join Date: Jul 2006
Guild: Error Seven Opperators [Call]
Profession: Mo/
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your defense against hexes is low... your screwed if you come up against a hex team on jade or burning, because ur not going to be able to split effectively
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Mar 03, 2007, 03:39 AM // 03:39
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#3
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über těk-nĭsh'ən
Join Date: Jan 2006
Location: Canada
Profession: R/
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same can be said to pretty much all the builds out there right now. the way to counter hex stack teams on those two maps is really just to play defensively, split if you can, and make them blow up at VoD.
in fact, this build is probably more equipped to handle hex stack teams: it's at least got a purge sig. most builds out there right now consists of only two holy veils.
Last edited by moriz; Mar 03, 2007 at 03:42 AM // 03:42..
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Mar 03, 2007, 09:25 AM // 09:25
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#4
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The Hotshot
Join Date: May 2006
Location: Honolulu
Guild: International District [id多]
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Looks nice.
Is it really freely splittable if there are only two self-sufficient characters?
You probably won't have enough rune space to run a minor strength on the axe dude.
Also, is 8+1 Prot on the RC a typo?
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Mar 03, 2007, 02:01 PM // 14:01
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#5
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by moriz
in fact, this build is probably more equipped to handle hex stack teams: it's at least got a purge sig. most builds out there right now consists of only two holy veils.
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We often only run one Veil. You don't beat hex builds with removal, you beat them by splitting and outplaying them, and suck it up on silly maps like Jade.
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Mar 03, 2007, 10:21 PM // 22:21
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#6
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über těk-nĭsh'ən
Join Date: Jan 2006
Location: Canada
Profession: R/
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Quote:
Originally Posted by tehlemming
Looks nice.
Is it really freely splittable if there are only two self-sufficient characters?
You probably won't have enough rune space to run a minor strength on the axe dude.
Also, is 8+1 Prot on the RC a typo?
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there are actually 3 splittable characters: the cleave war, the ranger, and the ele. it can split in just about any configuration: from just sending the ranger on a solo gank to a full three-way split on frozen isle.
the axe warrior will have the room for it. 3 attribute runes + superior fortitude + whatever, either vitae or reduce cripple.
and no, 8+1 prot on the RC is not a typo. although there are a number of ways to build that character's attributes, this configuration is perfectly fine.
i've been thinking of carrying cry of frustration on one of the mesmers, although i'm not sure what to take out. given all the spikes that are running rampant these days, it might be a good idea to have a mass interrupt.
oh yeah, before i forget: thanks to JR for de-retarding some of the character slots.
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Mar 04, 2007, 03:02 AM // 03:02
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#7
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The Hotshot
Join Date: May 2006
Location: Honolulu
Guild: International District [id多]
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Quote:
Originally Posted by moriz
the axe warrior will have the room for it. 3 attribute runes + superior fortitude + whatever, either vitae or reduce cripple.
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Sup vigor, minor axe, minor tactics, reduce cripple, reduce blind/sup absorption is what my guild runs on splitting warriors.
Quote:
Originally Posted by moriz
and no, 8+1 prot on the RC is not a typo. although there are a number of ways to build that character's attributes, this configuration is perfectly fine.
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I won't profess to be an expert on monking; is 13 df/9 prot really better than 14 prot/9 df?
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Mar 04, 2007, 07:48 AM // 07:48
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#8
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Forge Runner
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About that monk, the prot skills are all used for an effect that they also have at 0 prot prayers. In fact, the only skill that really gets a lot better with more attribute points is Gift of Health. I'd rather go 8+1 DF, 8+1 prot, 11+1+1 heal on that monk.
Also, on one monk you have both Spirit Bond and Infuse. You'll want to use both in case of a spike, and it might be nicer to have Spirit Bond on the other monk.
I'd take Enraging Charge on that hammer warrior instead of Rush. It's one more energy skill on a hammer warrior, which is not good, but it's also really nice when your spike requires 10 adrenaline.
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Mar 04, 2007, 03:54 PM // 15:54
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#9
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by tehlemming
I won't profess to be an expert on monking; is 13 df/9 prot really better than 14 prot/9 df?
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13 DF is a breakpoint in the bonus healing that it's always nice to aim for. That said, I would tend to run this bar with 13 DF, 11 Prot, 10 Heal, then remaining points in Shadow Arts for just Return.
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Mar 04, 2007, 05:17 PM // 17:17
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#10
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über těk-nĭsh'ən
Join Date: Jan 2006
Location: Canada
Profession: R/
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i used to run 12 heal, 12 prot, 10 div, and 3 shadow on the RC monk. i've put in the basic layout of the two monks with the most common attributes, since the actual bars and attributes really depends on the players' preferences. after all, if they can make it work, who am i to tell them to run something different?
as for the axe warrior, i find that a reduce blind rune really isn't neccessary. he's got plague touch after all. all it needs is a reduce cripple run to get it in range faster. it's unlikely that the warrior will be out splitting by itself anyways, so the mending touch from either the ele or ranger can patch up whatever else that's bothering it.
btw, is it true that plague touch does not have an aftercast? since all "touch skills" do not have it, i'm quite sure plague touch does not also.
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Apr 10, 2007, 07:32 PM // 19:32
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#11
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über těk-nĭsh'ən
Join Date: Jan 2006
Location: Canada
Profession: R/
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made the following changes after the april 5th skill update:
warrior 1: replaced completely with a crippling slash warrior
the new crippling slash warrior is pretty damn hot, and much stronger than the old cleave war
warrior 2: added rending touch and flail
a warrior constantly in range of the RC monk doesn't need the condition removal. flail is put in to help compensate the build energy wise, and rending touch should dull the bite of the new conjure cripslash wars.
mesmer 2: added lyssa's balance in place of blackout
the new meta will probably be more enchantment based than the old meta, especially with the new conjure cripslash wars. the faster recharge on lyssa's balance should be quite good.
both monks: added shield of absorption
also a move for the new meta. having two of these should greatly counter the conjure cripslash war.
runner: replaced with the blinding surge runner
the meta is going very melee/physical heavy, so the blind will come in handy.
----------
well, that's all i'm getting right now. if there are other things i should take into account, please tell me.
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Apr 10, 2007, 07:59 PM // 19:59
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#12
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Forge Runner
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Was Smite Hex in there the last time? If so, I missed it and I wonder why it's there.
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Apr 10, 2007, 08:25 PM // 20:25
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#13
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Wilds Pathfinder
Join Date: Mar 2006
Location: NY
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I like it. Hopefully they fix jade isle though, because you can't hope to beat a hex team without winning on the split.
(I guess this was already said. Oh wellz.)
Last edited by Vermilion; Apr 10, 2007 at 08:46 PM // 20:46..
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Apr 10, 2007, 09:21 PM // 21:21
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#14
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über těk-nĭsh'ən
Join Date: Jan 2006
Location: Canada
Profession: R/
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smite hex wasn't there before. i added it in this time because the meta is going fairly hex-light, and having a quick fire and forget hex removal seems to fit the infuser better. kinda depends on the player i guess.
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Apr 12, 2007, 04:21 PM // 16:21
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#15
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über těk-nĭsh'ən
Join Date: Jan 2006
Location: Canada
Profession: R/
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after more observations on the meta, i've made some more changes:
LoD/infuse monk: given holy veil in place of smite hex
holy veil is still better because of its additional function.
RC monk: changed to RC/Removal monk
made a few key tweaks. added deny hexes in place of of holy veil, and added sig of devotion in place of shield of absorption. changed attribute distribution as well. i feel that hexes are still a viable build type in the current metagame, so i added the flexible sig of devo+deny hexes combo. both skills are useful individually if facing a non-hex team, and become a very nice combo if facing hex stacks.
Last edited by moriz; Apr 12, 2007 at 04:29 PM // 16:29..
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Apr 14, 2007, 12:47 PM // 12:47
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#16
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Academy Page
Join Date: Sep 2005
Guild: Requiem Lords
Profession: Mo/
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swap sb and ps around. you want sb as the prot and infuse on a spike
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