Feb 14, 2007, 12:20 AM // 00:20
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#1
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No power in the verse
Join Date: Sep 2005
Location: San Francisco, CA
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Condition pressure build ([iQ] style) and a hex pressure build
http://gwshack.us/afc00
I was playing this build last night in TA with a moebius assassin instead of a dragon slash warrior, because the player we had on that spot doesn't like playing warrior. I credit the build to Idiot Savants since it highly resembles many of the pressure builds they've used in GvG in the past month scaled down to 4 players.
On the linebacker, plague touch can be dropped for hex breaker if the TA meta at the time favors doing so.
http://gwshack.us/33626
This one is a hex build of my design. It's designed to spread hex degen, frustrate two casters with covered migraine thus opening up larger windows for them to get knocked down or interrupted while casting, and to frustrate melee with miss hexes and hexes that punish them for attacking. If you face a pure caster team, then the ineptitude mesmer can just focus on covering the migraine's hexes with p-bond (and perhaps the failures), removing enchantments, and interrupting purge signets with leech signet. Signet of humility is included mainly to deal with expel hexes, divert hexes, and to open windows where ZB cannot efficiently heal the degen. Of course, it can be used defensively too.
__________________
Team Arena Moderator
Said the joker to the thief.
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Feb 14, 2007, 02:14 PM // 14:14
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#2
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Forge Runner
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On the first build, do you really need draw/mend touch? Considering that 2/3 of the other characters have self-condition removal, wouldn't dismiss be just as good, freeing up a skill slot? Also, I really don't like ZB monks without gift, but w/e.
Also I notice that both of these builds are running with 2 res sigs. While this allows you to run 2 purge sigs, is the defense high enough on both builds that you can afford to rely on only losing 1-2 characters max per game (sometimes the dead one has the res sig)?
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Feb 22, 2007, 02:45 PM // 14:45
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#3
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Wilds Pathfinder
Join Date: Nov 2005
Guild: Apathy Inc [AI]
Profession: R/Mo
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Quote:
Originally Posted by TheOneMephisto
Also I notice that both of these builds are running with 2 res sigs. While this allows you to run 2 purge sigs, is the defense high enough on both builds that you can afford to rely on only losing 1-2 characters max per game (sometimes the dead one has the res sig)?
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I think so. The first build has mitigation in the form of the cripshot and linebacker, while the second has hexes which should do that for you, too. The only exception would be ranged DPS that the first build might have trouble with, since your shutdown is primarily melee-hate and isn't designed to deal with enmassed R/Ps and pets.
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Feb 22, 2007, 08:03 PM // 20:03
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#4
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Pre-Searing Cadet
Join Date: Jun 2006
Location: Hawaii
Profession: Mo/
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Quote:
On the first build, do you really need draw/mend touch? Considering that 2/3 of the other characters have self-condition removal, wouldn't dismiss be just as good, freeing up a skill slot? Also, I really don't like ZB monks without gift, but w/e.
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Extra cond removal never really hurt, although I'd probably swap out purge for SoD. ZB monks do fine without gift.
--
Hey Divineshadows, I don't know if you remember me but I was the monk (Cant Touch The Sky) that TA'd with you last Friday night when you were with Zui and Ensign. Hee. Was fun. Maybe try again sometime? =)
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Feb 22, 2007, 08:13 PM // 20:13
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#5
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Wilds Pathfinder
Join Date: Nov 2005
Guild: Apathy Inc [AI]
Profession: R/Mo
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Quote:
Originally Posted by TheOneMephisto
On the first build, do you really need draw/mend touch? Considering that 2/3 of the other characters have self-condition removal, wouldn't dismiss be just as good, freeing up a skill slot? Also, I really don't like ZB monks without gift, but w/e.
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Divine is crazy, he likes running Draw+Mend Touch... just his style i guess. But there's no reason not to run plague touch on a linebacker, and no reason not to run mending touch on a bow ranger.
Last edited by remmeh; Feb 22, 2007 at 08:20 PM // 20:20..
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Feb 24, 2007, 09:07 PM // 21:07
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#6
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Desert Nomad
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I've never seen anybody run the crazy stuff Divine does on a monk. But he can pull it off, so it's all good.
I've played the hex one, and it works. I played the inept mes, and basically it was fun but when we'd face an all caster team being a pbond spammer just doesn't seem to do much. Works great against anything with meele, would have ripped up the old thumper teams that used to run rampant. Still nice with all the boa sins going around, but I just feel there are more versitile builds to play.
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Feb 26, 2007, 04:07 PM // 16:07
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#7
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No power in the verse
Join Date: Sep 2005
Location: San Francisco, CA
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Quote:
Originally Posted by Legendary Shiz
I've never seen anybody run the crazy stuff Divine does on a monk. But he can pull it off, so it's all good.
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They nerfed my gale monk....I'm so pissed. In the same update where they turn one of the best skills in the game that scales well with player skill (gale) into utter garbage, they buff spirit range to earshot creating the most ridiculous spiking skill ever -- lamentation. Until A-net gets a clue, it's going to be just PvE, RA, and AB for me.
__________________
Team Arena Moderator
Said the joker to the thief.
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Feb 26, 2007, 05:11 PM // 17:11
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#8
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Forge Runner
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Quote:
Originally Posted by Divineshadows
They nerfed my gale monk....I'm so pissed. In the same update where they turn one of the best skills in the game that scales well with player skill (gale) into utter garbage, they buff spirit range to earshot creating the most ridiculous spiking skill ever -- lamentation. Until A-net gets a clue, it's going to be just PvE, RA, and AB for me.
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I think you don't understand... They nerfed it because it scaled so well with player skill. Arenanet doesn't like it if the best players take the top positions. They want everyone to have a shot at the high ranks, hence why they didn't address Searing Flames (well, hardly) and Eurospike, but did nerf gale and created another spike (that doesn't require player skill), and made adrenaline spiking just as stupid as caster spiking (shadow prison). With a game as simple as that, people who don't deserve it can have a shot at the top 20 too by playing eurospike. I think their reasoning is that it makes pvp less scary for new players.
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Feb 26, 2007, 07:31 PM // 19:31
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#9
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No power in the verse
Join Date: Sep 2005
Location: San Francisco, CA
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Quote:
Originally Posted by Thomas.knbk
They nerfed it because it scaled so well with player skill. Arenanet doesn't like it if the best players take the top positions. They want everyone to have a shot at the high ranks, hence why they didn't address Searing Flames (well, hardly) and Eurospike, but did nerf gale and created another spike (that doesn't require player skill), and made adrenaline spiking just as stupid as caster spiking (shadow prison). With a game as simple as that, people who don't deserve it can have a shot at the top 20 too by playing eurospike.
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If what you described is actually the way that A-net thinks about and approaches game balance, which wouldn't shock me, then that's just sad.
__________________
Team Arena Moderator
Said the joker to the thief.
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Feb 26, 2007, 09:19 PM // 21:19
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#10
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Forge Runner
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Quote:
Originally Posted by Divineshadows
If what you described is actually the way that A-net thinks about and approaches game balance, which wouldn't shock me, then that's just sad.
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I might very well just be getting paranoid, but the last few skill change rounds sadly enough do support my statement.
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