Jan 13, 2007, 06:19 PM // 18:19
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#1
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Wilds Pathfinder
Join Date: Dec 2005
Profession: Me/Rt
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Dodo made another Gvg build
lol, I feel like such a spammer, since I post so many gvg builds for help >_>
but anyways, I made a split build, and I would love if you guys could give me some pointers.
http://gwshack.us/48260
Edited Version: http://gwshack.us/dfdef
Last edited by Dodo The Extinct; Jan 16, 2007 at 12:18 PM // 12:18..
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Jan 13, 2007, 07:15 PM // 19:15
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#2
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Krytan Explorer
Join Date: Oct 2005
Location: Finland
Guild: Les Rage Quit [Quit]
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3 Sigs and no hard res.
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Jan 13, 2007, 07:24 PM // 19:24
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#3
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Forge Runner
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That's eF's build with a different monk backline. We've ran a version of this for some time now.
You can use ZB if you want, but it's hard to get the bonus in 8v8 We use a Divert/LoD backline. The LoD monk is a pure healer with Dwayna's Kiss, Words of Comfort and Infuse, the Divert is a prot monk with Gift of Health.
You're gonna need LoD with a backline like this. It's the only form of Heal Party you have.
Spirit Shackles isn't that good. It's not like it's going to be covered 3 times. Plus, you have no fast casting on the mes, and you have 12 inspiration with no insp. skills.
Our gank Squad is also slightly different, but do what suits you there.
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Jan 13, 2007, 08:01 PM // 20:01
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#4
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Jungle Guide
Join Date: Jan 2007
Guild: The Elite Lords of Chaos [LoC]
Profession: R/
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On your R/A, you have no Wilderness Survival for Natural Stride. On your W/A, it should be Swordsmanship rather than Axe Mastery. On your Me/E, no Fast Casting.
Make one Monk ZB Infuse and the other Monk LoD or BLight. I would take out BHA for Burning Arrow on the R/A, as well as bringing Apply Poison instead of Screaming Shot. I'm not sure Pin Down is necessary since your W/A has YAA. Perhaps go R/Mo with Troll Unguent and Mending Touch?
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Jan 13, 2007, 08:19 PM // 20:19
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#5
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Academy Page
Join Date: Jul 2006
Location: mlgpro.com/forums
Profession: W/
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You need a infuse.....and no hard rez could easily be your defeat
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Jan 13, 2007, 10:24 PM // 22:24
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#6
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Forge Runner
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Quote:
Originally Posted by I Phoenix I
On your R/A, you have no Wilderness Survival for Natural Stride. On your W/A, it should be Swordsmanship rather than Axe Mastery. On your Me/E, no Fast Casting.
Make one Monk ZB Infuse and the other Monk LoD or BLight. I would take out BHA for Burning Arrow on the R/A, as well as bringing Apply Poison instead of Screaming Shot. I'm not sure Pin Down is necessary since your W/A has YAA. Perhaps go R/Mo with Troll Unguent and Mending Touch?
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BHA owns in a split.
Pin down is not needed.
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Jan 14, 2007, 12:38 AM // 00:38
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#7
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Wilds Pathfinder
Join Date: Dec 2005
Profession: Me/Rt
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I updated it a bit.
- I put in an LoD/Divert Backline
- Changed Attributes
But are the hard resses really a problem? If so, idk where I can really fit them in >_>
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Jan 14, 2007, 05:32 AM // 05:32
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#8
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Desert Nomad
Join Date: Oct 2005
Profession: Mo/
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The only place that I think can fit a hard res is the Ritualist.
Unfortunatly, the skills you are limited to for ressing are:
[skill]Restoration[/skill][skill]Flesh of My Flesh[/skill][skill]Lively was Naomei[/skill][skill]Death Pact Signet[/skill]
[skill=text]Restoration[/skill] is a Spirit, which has a high cast time/recharge, and is in Communning while you specialize in Restoration.
[skill=text]Flesh of My Flesh[/skill] looks good, scince you have a lot in Restoration. Unfortunatly, it's life sac isn't appealing.
[skill=text]Lively was Naomei[/skill] has a longer cast time, but shorter recharge than Restoration, which doesn't look that bad, but you need to be near the ally to res them.
[skill=text]Death Pact Signet[/skill] just looks plain scary to die at the most random times.
I would personally use Flesh of My Flesh or instead of Vengeful Weapon; or Lively was Naomei instead of [skill=text]Generous Was Tsungrai[/skill].
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Jan 14, 2007, 05:53 AM // 05:53
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#9
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Grindin'
Join Date: Dec 2005
Location: MO
Profession: E/Mo
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listen to Kenbeek, Stp runs the build really well, we're 0-2 against them.
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Jan 14, 2007, 07:54 AM // 07:54
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#10
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Forge Runner
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Quote:
Originally Posted by Thom Bangalter
listen to Kenbeek, Stp runs the build really well, we're 0-2 against them.
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And unfortunately I wasn't there in both cases
One piece of advice I can give you is to get res sigs on the gankers. IMO you don't really need Shadow Walk/Shadow of Haste, but that might depend on your hall.
P.S. you don't have skills from Shadow Arts on the warrior, so no need for 6 shadow arts.
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Jan 14, 2007, 09:21 PM // 21:21
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#11
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Furnace Stoker
Join Date: Sep 2005
Guild: Thousend Tigers Apund Ur Head [Ttgr]
Profession: A/
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What about gale on the mes?
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Jan 14, 2007, 09:25 PM // 21:25
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#12
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Grindin'
Join Date: Dec 2005
Location: MO
Profession: E/Mo
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I think it would be better than blackout, personally.
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Jan 14, 2007, 09:46 PM // 21:46
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#13
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Frost Gate Guardian
Join Date: Jun 2006
Location: Heroes Ascent ID1
Guild: I Hero Glyphics I [iHGi]
Profession: Mo/
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monks are supposed to have divine favor?
i like your derv builds, and it looks to me like this would hold up well at the flagstand...
your monks are EXTREMELY energy heavy, with no e management. you may be able to fit a SoD in there once you put in the divine favor.
i think your divert should just be full prot, with maybe like 6-7 in healing for gift, to heal up the infuser.
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Jan 14, 2007, 10:04 PM // 22:04
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#14
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Forge Runner
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Your gank team is a lot better in the edited version, but Res Sig over Screaming Shot IMO. You've already got Bleeding from Sever, and Direct dmg is not your biggest issue.
And I agree with Sour Pancake. Make your monks a little less hybrid. Usually hybrids are a good thing, but a healer and a prot has worked well for us so far. (with GoH on the prot and dismiss/mending touch on the healer). This allows you to spec in divine favor.
And you're gonna want non-elite hex removal, or else SoH will own you. (You're very light on interrupts, to say the least.)
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Jan 18, 2007, 11:42 AM // 11:42
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#15
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Frost Gate Guardian
Join Date: Dec 2006
Location: scotland home of the brave!
Guild: steel phoenix [stp]
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Going to say some stuff on the rit since I played it quite a lot.
I would drop spirit light for a rez sig on the rit. You have the urn, mend body and osula nd 2 weapons to keep yourself alive. If you die its not through lack of healing skills being spammed. Normally its because of gale, mesmers or just taking damage faster than you can heal since the heals arent great.
Your best defence is knowing when to run away.
The rez sig is very handy since you must expect to have people around you die more often than you would want However a hard rez prob isnt worth it since you main team should be taking the brunt of the enemy and your to far away to be any use. Normally your fighting small battles where rezzing the warrior or ranger can quickly turn around that small battle.
Last edited by tacitus; Jan 18, 2007 at 11:45 AM // 11:45..
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Feb 14, 2007, 12:22 PM // 12:22
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#16
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Academy Page
Join Date: Dec 2006
Location: Belgium
Guild: V S [VS]
Profession: Mo/
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So with actually 'split' build you mean that the 3 players go gank archers etc. and the rest fights where the other team is fighting?
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Feb 14, 2007, 09:26 PM // 21:26
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#17
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Forge Runner
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Quote:
Originally Posted by Onnozelaar
So with actually 'split' build you mean that the 3 players go gank archers etc. and the rest fights where the other team is fighting?
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That would be more or less the definition of a spit, yes.
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Feb 14, 2007, 09:51 PM // 21:51
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#18
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Wilds Pathfinder
Join Date: Nov 2005
Guild: [NICE]
Profession: Mo/
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Quote:
Originally Posted by Onnozelaar
So with actually 'split' build you mean that the 3 players go gank archers etc. and the rest fights where the other team is fighting?
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you don't have to split first or play to split offensively. some teams would rather go 8v8 and split only if they are forced, split only if they need to defend their guild hall.
doesn't have to be 3. may send one, 2 or even 4. as long as the rest of the team can defend itself.
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