Balancing your Guilds build in the current metagame
Hi,
First of all I would recommend anyone reading this to have a look at a thread called (Beatdown vs Control) on team-iq forums.
The main reason for this post is that the Avatar of Grenth in a pressure build has too much power to destroy a character that he is beating on with another warrior/dervish or thumper beating on it. Taking all the protection of is a nasty wayo to go.
The other thing I was worried about was the avatar of melandru with wearying strike - referred to as a tree with the ability to spam pre nerf eviscerate by ensign. Melandru is just as bad as grenth just in a different way.
Midline characters have to be able to play control as well as do damage and help keep your melee and ranged characters clean of conditions and hexes.
At the moment I think we should see a resurgence of the necromancer in the metagame as a primary class in balanced builds. At the very least they should be seriously considered.
Reasons.
1. Desecrate/Defile Enchantments - here is your spiking skill to top up your melee spike.
2. Lots of hexes which can cause problems for any team when they are forced to stay. Hexes are IMO the only way to adequately shutdown grenth and melandru.
3. Mark of Subversion - used at the right time it will by time to kill a player just like shame.
Two hexers take the place of Blindbot eles would in a balanced build.
The disadvanatages that I can see are Perhaps less utility like Gale but still possible to fit in elsewhere.
Joe
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