Mar 11, 2007, 06:03 PM // 18:03
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#2
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Academy Page
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1) i never really liked crippling slash but thats just me =p its an ok elite at the most imo
2)i think you want apply poison instead of barbed arrows on BA rager you also dont need a Res sig on EVERY character, pin down would be a better choice, in case he needs to split(yes i know you have a apply on the ebon dust but even then)
3) put shame on your mesmer =p i would probably drop either shatter or drain enchant
4) your cripling slash ahs a free secondary he should drop sprint for dash, or a faster recharging cancel stance for frenzy ie: dash, pious haste (not a good idea probably because of aigeis chain)
5)you have no condition removal on your rc, im guessing you expect a draw on the rc whenever he gets conditioned? well i onno i guess its ok just something to think about, you also dont have any condition removal on your zb to pull anything off the rc
6) zb is GENERALLY very energy efficient, you really dont need signet of devotion imo actually you have more than enough attribuets to spec in it but oh well, i might consider a purge signet instead
7)your ebon ranger has no cover enchant, thats why i generally dont like them as much anymore, might as well go ebon dervish, or bsurger, or some other source of blind simply becuase one drian enchant and your ranger's useless, i guess you might be able to consider aegis a cover enchant (jus trealized it) but not sure
anyyways thats what i noticed in your build
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Mar 11, 2007, 06:58 PM // 18:58
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#3
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Krytan Explorer
Join Date: Nov 2005
Location: Liverpool
Profession: Mo/
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Hi there,
I actually think that if you are starting out in GVG a three monk backline is an ok thing to do. However I would say to swap the roles of the LOD guy with the zealous benediction guy. A ZB flagger can camp NPC's and survive against gankers much better than a LOD flagger - and you always have the LOD guy at the flagstand.
I like Shame but I dont think you can fit it on the mesmer. You need drain enchant for some energy and shatter is needed for spiking.
Consider also taking the ebon guy out for a cripshot or a broadhead arrow guy, keep barbed arrows and let the cripshot guy be the splitter, with apply poison. The shock axe is also nice but consider the need for a shields up.
The thing is you got condition pressure with diversion spam in the main team, so truly have a look at making your crippling slash guy a dragon slash - you wont need the snare if you changed the ebon dust guy for a cripshot.
Here is what I would run if I were you.
Dragon Slash Warrior - MODDED
Warrior/any
Strength: 13 (12+1)
Swordsmanship: 14 (12+1+1)
- Dragon Slash [Elite] (Swordsmanship)
- Sever Artery (Swordsmanship)
- Gash (Swordsmanship)
- Sun and Moon Slash (Swordsmanship)
- Sprint (Strength)
- Frenzy (Warrior other)
- Protectors Strike (Tactics)
- Resurrection Signet ()
Shock Axe Warrior [HE CAN SPLIT]
Warrior/Elementalist
Strength: 8 (8)
Axe Mastery: 16 (12+1+1)
Tactics: 11 (10+1)
Air Magic: 2
- Eviscerate [Elite] (Axe Mastery)
- Executioner's Strike (Axe Mastery)
- Shock (Air Magic)
- Bull's Strike (Strength)
- Rush (Strength)
- Frenzy (Warrior other)
- Healing Signet (Tactics)
- Resurrection Signet ()
Burning Arrow Ranger
Ranger/Monk
Expertise: 14 (12+1+1)
Marksmanship: 10 (9+1)
Wilderness Survival: 10 (9+1)
Protection Prayers: 3
- Burning Arrow [Elite] (Marksmanship)
- Distracting Shot (Expertise)
- Savage Shot (Marksmanship)
- Barbed Arrows (Wilderness Survival)
- Natural Stride (Wilderness Survival)
- Troll Unguent (Wilderness Survival)
- Mending Touch (Protection Prayers)
- Resurrection Signet ()
Crippling Shot Ranger - MODDED [HE CAN SPLIT]
Ranger/Monk
Expertise: 14 (12+1+1)
Marksmanship: 10 (9+1)
Wilderness Survival: 10 (9+1)
Protection Prayers: 3
- Crippling Shot [Elite] (Marksmanship)
- Distracting Shot (Expertise)
- Savage Shot (Marksmanship)
- Apply Poison (Wilderness Survival)
- Natural Stride (Wilderness Survival)
- Troll Unguent (Wilderness Survival)
- Mending Touch (Protection Prayers)
- Screaming Shot (Marksmanship)
MoR Mesmer
Mesmer/Monk
Fast Casting: 13 (11+1+1)
Inspiration Magic: 11 (10+1)
Domination Magic: 11 (10+1)
Healing Prayers: 1
- Mantra of Recovery [Elite] (Fast Casting)
- Diversion (Domination Magic)
- Drain Enchantment (Inspiration Magic)
- Shatter Enchantment (Domination Magic)
- Power Drain (Inspiration Magic)
- Draw Conditions (Protection Prayers)
- Remove Hex (Monk other)
- Resurrection Chant (Healing Prayers)
RC Prot
Monk/Elementalist
Divine Favor: 11 (10+1)
Healing Prayers: 9 (8+1)
Protection Prayers: 14 (12+1+1)
- Restore Condition [Elite] (Protection Prayers)
- Reversal of Fortune (Protection Prayers)
- Gift of Health (Healing Prayers)
- Shield of Absorption (Protection Prayers)
- Protective Spirit (Protection Prayers)
- Holy Veil (Monk other)
- Glyph of Lesser Energy (Elementalist other)
- Aegis (Protection Prayers)
- He gets Prot spirit because infuser doesnt have as much energy to pre prot. Though this is down to personal preference, i wouldnt run Infuse at all.
LoD Flagstand Monk
Monk/Elementalist
Divine Favor: 9 (8+1)
Healing Prayers: 14 (12+1)
Protection Prayers: 12 (10+1+1)
- Light of Deliverance [Elite] (Healing Prayers)
- Infuse Health (Healing Prayers)
- Words of Comfort (Healing Prayers)
- Purge Signet (Monk Other)
- Shield of Absorption (Protection Prayers)
- Spirit Bond (Protection Prayers)
- Glyph of Lesser Energy (Elementalist other)
- Aegis (Protection Prayers)
ZB/Flagger
Monk/Elementalist
Divine Favor: 12 (11+1)
Air Magic: 6 (6)
Protection Prayers: 14 (12+1+1)
- Zealous Benediction [Elite] (Protection Prayers)
- Storm Djinn's Haste (Air Magic)
- Reversal of Fortune (Protection Prayers)
- Dismiss Condition (Protection Prayers)
- Spirit Bond (Protection Prayers)
- Holy Veil (Monk other)
- Glyph of Lesser Energy (Elementalist other)
- Aegis (Protection Prayers)
Thats all for now - I want to change the Monks a bit more, and when you guys start getting used to the build - try a water flagger.
Joe
Last edited by pah01; Mar 11, 2007 at 07:26 PM // 19:26..
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Mar 11, 2007, 08:03 PM // 20:03
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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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Might want to tweak the mesmer a bit - 13 FC is definitely not necessary, even with MoR on the bar. I also think that a second damage spell (E-Burn perhaps) might help.
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Mar 11, 2007, 09:22 PM // 21:22
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#5
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Ascalonian Squire
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Thanks for the replies, I can agree with most of what you're saying.
About the monks:
On the ZB signet of devotion->dismiss condition. Period. It's a heal (Aegis) and a condition remover at the same time.
ZB or LoD on the flagger is mostly a matter of preference i think. ZB heals himself and NPCs better, LoD flagger provides more flagstand support. We chose the latter.
About the mesmer:
For now we leave him as-is. If it turns out he has energy to spare, we'll swap drain enchant for shame/Eburn/blackout.
About the EDA ranger:
A lot of comments on this one, and i wasnt very happy about it either. Since we dont have many ppl who can play a ranger in my guild, we might change him for a E/A bsurger. That would provide some decent anti-warrior support, dmg and nice splittability.
The cripslash warrior was the second character I wasn't feeling too well about. Dragon slash is a nice suggestion
possible new build:
DSlash
Shock Axe
Burning Arrow
Bsurger
Mesmer
3 monks
this way the splits would be like this:
2/6:shock axe and bsurge/the rest
3/5 axe, bsurge and ZB monk/mesmer, dslash, ranger, LoD, RC ->the RC sucks on his own, so the LoD accompanies him, the ranger runs the flag in this case
4/4 axe, bsurge, RC and LoD/mesmer, dslash, ZB, ranger as backup flagger.
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Mar 11, 2007, 10:43 PM // 22:43
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#6
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Jungle Guide
Join Date: Nov 2006
Guild: NiTe
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The suggestion of Pah01 on runes is extremely wise, it aids in surviving penalties, without becoming to easily prone to spikes.
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Mar 11, 2007, 11:21 PM // 23:21
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#7
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Academy Page
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your ranger is very strong at split, no clue why you are not even considering him for a split, possibly even more than your bsurge
umm the thing about signet of devotion is that its supposed to help your energy, its not exactly a very strong heal , with zb your energy should be fine especially since you are using glyph, but if you insist on it i guess thats fine , your preference
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Mar 12, 2007, 01:53 PM // 13:53
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#8
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über těk-nĭsh'ən
Join Date: Jan 2006
Location: Canada
Profession: R/
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since this is more or less a full on pressure build, you'll want your LoD to stay at the flagstand. that's where it will make the greatest impact. LoD on your monk runner is a waste, because it will only be useful part of the time. one of the key functions of the flagger will be defending your base against ganks, and ZB really helps there.
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Mar 21, 2007, 04:16 PM // 16:16
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#9
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Pre-Searing Cadet
Join Date: Dec 2006
Guild: EOX
Profession: Me/N
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I was messing around with a interupt Ranger build the other day and came up with this:
Ranger/Warrior
Wilderness Survival (12+1+3)
Marksmanship (10+1)
Expertise (6+1) I think I'm at work
Incendiary Arrows {E} (Wild) 16 seconds arrows interupt and cause burning for 3 seconds
Screaming Shot (Marks)
Keen Arrow (Marks)
Disrupting Shot (Exp) for 8 seconds left for Incendiary to recharge
Whirling Defense (Exp)
Troll Ungent (Wild)
Storm Chaser (Wild) to run or end Flail
Flail (Strength) 5 seconds attack 33% faster move 33% slower
With this build you have 16 seconds of interupting and burning with every shot. I have interupted 4 RoF in a row on many monks.
May not be the most stable build but it sure is fun watching casters get frustrated when everything is getting interupted.
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Mar 22, 2007, 05:48 AM // 05:48
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#10
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Academy Page
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imo purge signet >> remove hex on a MoR mesmer.
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Mar 22, 2007, 06:02 AM // 06:02
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#11
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Krytan Explorer
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Quote:
Originally Posted by Sertu
imo purge signet >> remove hex on a MoR mesmer.
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In what way? They're both quite different, one's a slow recharging hex nuke, handy for a large stack, the other one is incredibly useful for light hexes, and spot removal. I'd say if he wants the spot removal then keep Remove Hex, but if he's interested in a hex nuke, he'd be much, much better with Convert Hexes, which benefits really well from both high fast casting and Mantra of Recovery.
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Mar 22, 2007, 07:14 AM // 07:14
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#12
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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 EmperorX
I was messing around with a interupt Ranger build the other day and came up with this:
Ranger/Warrior
Wilderness Survival (12+1+3)
Marksmanship (10+1)
Expertise (6+1) I think I'm at work
Incendiary Arrows {E} (Wild) 16 seconds arrows interupt and cause burning for 3 seconds
Screaming Shot (Marks)
Keen Arrow (Marks)
Disrupting Shot (Exp) for 8 seconds left for Incendiary to recharge
Whirling Defense (Exp)
Troll Ungent (Wild)
Storm Chaser (Wild) to run or end Flail
Flail (Strength) 5 seconds attack 33% faster move 33% slower
With this build you have 16 seconds of interupting and burning with every shot. I have interupted 4 RoF in a row on many monks.
May not be the most stable build but it sure is fun watching casters get frustrated when everything is getting interupted.
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Not the best of ideas. I'd chalk up your success mostly to incompetent monks.
Can't see this doing better than your average split-capable BA.
Quote:
Originally Posted by Robster Lobster
In what way? They're both quite different, one's a slow recharging hex nuke, handy for a large stack, the other one is incredibly useful for light hexes, and spot removal. I'd say if he wants the spot removal then keep Remove Hex, but if he's interested in a hex nuke, he'd be much, much better with Convert Hexes, which benefits really well from both high fast casting and Mantra of Recovery.
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Spot removal is pretty bad. Stuff like random diversions and freezing gusts can be handled by the Veils that should be on both monks, and removing a single hex off the top of the stack does nothing against hex teams.
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Mar 22, 2007, 07:53 AM // 07:53
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#13
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by healmaster
Our guild has recently started doing gvg. Together with a guildmate I designed this build, and we intend to stick with it for some time. Now I'd like you guys to give your opinion, point out any flaws and perhaps suggest improvements. It would help our guild a lot.
Thnx in advance
Crippling Slash Warrior
Warrior/any
Strength: 11 (10+1)
Swordsmanship: 16 (12+4)
Tactics: 9 (8+1)
Protection Prayers: 2
- Crippling Slash [Elite] (Swordsmanship)
- Sever Artery (Swordsmanship)
- Gash (Swordsmanship)
- Final Thrust (Swordsmanship)
- Sprint (Strength)
- Frenzy (Warrior other)
- Healing Signet (Tactics)
- Resurrection Signet ()
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Sprint -> Dash
It's better.
Final Thrust -> Disciplined Stance
Covers your heal sig, stops you being linebacked, helps avoid Pin Downs.
Tactics: 14 (12+2)
Sword 13 (12+1)
Strength: 3
No room for a minor strength:
Superior Vigor
Minor Tactics
Minor Sword
Reduced Cripple
Reduced Blind
Quote:
Shock Axe Warrior
Warrior/Elementalist
Strength: 9 (8+1)
Axe Mastery: 16 (12+4)
Tactics: 11 (10+1)
Air Magic: 2
- Eviscerate [Elite] (Axe Mastery)
- Executioner's Strike (Axe Mastery)
- Shock (Air Magic)
- Bull's Strike (Strength)
- Rush (Strength)
- Frenzy (Warrior other)
- Healing Signet (Tactics)
- Resurrection Signet ()
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No minor strength, for reasons listed above.
Quote:
Burning Arrow Ranger
Ranger/Monk
Expertise: 14 (12+2)
Marksmanship: 10 (9+1)
Wilderness Survival: 10 (9+1)
Protection Prayers: 3
- Burning Arrow [Elite] (Marksmanship)
- Distracting Shot (Expertise)
- Savage Shot (Marksmanship)
- Barbed Arrows (Wilderness Survival)
- Natural Stride (Wilderness Survival)
- Troll Unguent (Wilderness Survival)
- Mending Touch (Protection Prayers)
- Resurrection Signet ()
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Barbed Arrows -> Apply Poison
It's just better. This character should be split most of the time with the Warrior, so don't worry too much about overlapping with the other Ranger.
Quote:
Ebon Dust Ranger
Ranger/Dervish
Expertise: 13 (9+4)
Marksmanship: 10 (9+1)
Wilderness Survival: 10 (9+1)
Earth Prayers: 9
- Called Shot (Ranger other)
- Distracting Shot (Expertise)
- Pin Down (Marksmanship)
- Apply Poison (Wilderness Survival)
- Ebon Dust Aura [Elite] (Earth Prayers)
- Natural Stride (Wilderness Survival)
- Troll Unguent (Wilderness Survival)
- Resurrection Signet ()
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No. Enchant Removal destroys this character. Plus bad synergy between Ebon Dust and Natural Stride.
Ebon Dust -> Crippling Shot
Pin Down -> Savage Shot
Called Show -> Mending Touch
Expertise: 15 (12+3)
Marksmanship: 10 (9+1)
Wilderness Survival: 10 (9+1)
Protection: 3
Quote:
MoR Mesmer
Mesmer/Monk
Fast Casting: 13 (11+2)
Inspiration Magic: 11 (10+1)
Domination Magic: 11 (10+1)
Healing Prayers: 1
- Mantra of Recovery [Elite] (Fast Casting)
- Diversion (Domination Magic)
- Drain Enchantment (Inspiration Magic)
- Shatter Enchantment (Domination Magic)
- Power Drain (Inspiration Magic)
- Draw Conditions (Protection Prayers)
- Remove Hex (Monk other)
- Resurrection Chant (Healing Prayers)
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This Mesmer is trying to do too much. You have enough self condi-removal to on characters to not run Draw. Remove Hex is meh. MoR Mesmers really excel when they can take Glyph Lesser and not have to spec heavily into Inspiration as well as Fast Casting.
Two options:
1. Go Me/E with Glyph lesser.
Domination: 14 (12+2)
Fast Casting: 12 (11+1)
Air Magic: 6
Draw Conditions -> Glyph Lesser
Remove Hex -> Energy Burn
Resurrection Chant -> Resurrection Signet
Drain Enchantment -> Gale
Power Drain -> Power Leak
2. Stay Me/Mo for the hard res, take Energy Surge instead, run 14 Domination and high Inspiration, remaining points in Fast Casting and Healing Prayers.
Mantra of Recovery -> Energy Surge
Draw Conditions -> Energy Burn
Remove Hex -> Power Leak (Optional)
Quote:
RC Prot
Monk/Elementalist
Divine Favor: 11 (10+1)
Healing Prayers: 9 (8+1)
Protection Prayers: 14 (12+2)
- Restore Condition [Elite] (Protection Prayers)
- Reversal of Fortune (Protection Prayers)
- Gift of Health (Healing Prayers)
- Shield of Absorption (Protection Prayers)
- Spirit Bond (Protection Prayers)
- Holy Veil (Monk other)
- Glyph of Lesser Energy (Elementalist other)
- Aegis (Protection Prayers)
ZB/infuser
Monk/Elementalist
Divine Favor: 12 (11+1)
Healing Prayers: 7 (6+1)
Protection Prayers: 14 (12+2)
- Zealous Benediction [Elite] (Protection Prayers)
- Infuse Health (Healing Prayers)
- Reversal of Fortune (Protection Prayers)
- Signet of Devotion (Divine Favor)
- Protective Spirit (Protection Prayers)
- Holy Veil (Monk other)
- Glyph of Lesser Energy (Elementalist other)
- Aegis (Protection Prayers)
LoD Flagger
Monk/Elementalist
Divine Favor: 4 (3+1)
Healing Prayers: 13 (11+2)
Protection Prayers: 14 (11+3)
Air Magic: 8
- Light of Deliverance [Elite] (Healing Prayers)
- Glyph of Lesser Energy (Elementalist other)
- Extinguish (Protection Prayers)
- Aegis (Protection Prayers)
- Storm Djinn's Haste (Air Magic)
- Words of Comfort (Healing Prayers)
- Mending Touch (Protection Prayers)
- Shield of Absorption (Protection Prayers)
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Read here for the monks: http://www.guildwarsguru.com/forum/s...php?t=10120475
I would suggest Healers Boon and ZB/RC/Divert at the stand, with a Shield of Regen/ZB runner. This gives you a runner that can also split effectively with your Warrior and Ranger, when needed, and can also defend your base against superior splits.
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