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Old Mar 15, 2007, 08:00 PM // 20:00   #1
ump
Lion's Arch Merchant
 
Join Date: Nov 2005
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Default Physical Pressure Balanced Build

I wanted to get your guys opinion on a build that I came up with. It's not a build that our guild currently uses, so it's not something that is tested.

1) W/N: 12+3+1 axe, 10+1 tactics, 8 strength
Bull's Charge, Executioner's Strike, Dismember, Critical Chop, Frenzy, Plague Touch, Healing Signet, Resurrection Signet

2) W/E: 12+3+1 axe, 9+1 tactics, 9+1 strength, 3 air
Charging Strike, Executioner's Strike, Dismember, Critical Chop, Frenzy, Shock, Healing Signet, Resurrection Signet

3) P/W: 12+2+1 spear, 10+2 leadership, 8+1 command
Crippling Anthem, Spear of Lightning, Go for the Eyes, Anthem of Flame, They're on Fire, Burning Refrain, Aggressive Refrain, Signet of Return

4) R/P: 11+2+1 expertise, 10+2 wilderness, 9+1 marksmanship, 4 command
Burning Arrow, Distracting Shot, Savage Shot, Barbed Arrows, Go for the Eyes, Natural Stride, Troll Unguent, Resurrection Signet

5) R/Mo: 12+3+1 expertise, 9+1 wilderness, 9+1 marksmanship, 3 protection
Broad Head Arrow, Distracting Shot, Savage Shot, Apply Poison, Mending Touch, Natural Stride, Troll Unguent, Pin Down

6) Mo/E: 12+1+1 protection, 11+1 divine, 6 air
Zealous Benediction, Reversal of Fortune, Shielding Hands, Mending Touch, Holy Veil, Glyph of Lesser Energy, Storm Djinn's Haste, Gale

7) Mo/A: 12+1+1 protection, 11+1 healing, 6+1 divine, 2 shadow
Restore Condition, Reversal of Fortune, Gift of Health, Protective Spirit, Mending Touch, Holy Veil, Dark Escape, Return

8) Mo/A: 12+1+1 healing, 11+1 protection, 6+1 divine, 2 shadow
Light of Deliverance, Infuse Health, Heal Other, Spirit Bond, Shield of Absorption, Holy Veil, Dark Escape, Return

This build tries to battle the other team 7vs7. The goal is to outpressure the other team with overwhelming physical pressure complimented by condition overload.

The two warriors do their DPS and use knockdown to help compliment the interruption. The rangers are also key components and need to use their interrupts wisely to shut down key defensive skills that the opponent tries to use. The paragon provides assistance to both offense and defense as well as applying pressure damage. GftE x2 will help increase the damage output.

Burning plays a key role offensively with its 7 pip degen and defensively with They're on Fire. Both the paragon and the Burning Arrow ranger can provide burning on demand to help relieve the pressure on the monks with They're on Fire.

The monk backline is a fairly standard backline.

The monk runner is used as not only the flag runner, but also the primary base defender. If he needs help (such as on a 5-3 split), then the Broadhead Arrow ranger is equipped with flag running skills to help stall their offense long enough for the remaining team to make a big offensive push with the numbers advantage.
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