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Old Jan 11, 2007, 07:03 AM // 07:03   #1
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Default Reaper's and SV hex pressure build

http://gwshack.us/8586e

Pretty commonly found build in TA meta, but with my style attached to the monk and reaper's bars.

Overall, the build is low in disruption so if the opposing team's hex removal is strong you need to place your disruption there (i.e. purge signets, convert hexes, divert hexes, holy veil, etc.). If the opposing team is running divert hexes, then you will likely need your thumper on their monk much of the match.

To compensate for the minimal amount of disruption, both necros have two self heals so with proper kiting they become very hard to kill from pressure teams. Against spikes, obviously the thumper and N/A are responsible for making sure a spike does not happen.

If you absolutely need to fit an enchantment removal into the build (to beat a team of 4 shadow form signet of toxic shock spikers), then add expunge enchantments in place of well of darkness on the N/A. Other viable enchantment removal skills (though they will not help you beat shadow form spike) are rip enchantment, strip enchantment, gaze of contempt, and envenom enchantment.
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Old Jan 11, 2007, 10:17 AM // 10:17   #2
Zui
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Nice build.

The only change that I'd make is replacing Bestial Mauling with Distracting Blow. Although Bestial Mauling can be nice for getting kills on people, either by covering Deep Wound, or owning a Monk on a team that has no off-monk removal, I think another quick-reaction type interrupt would be much stronger, because currently, you only can depend on Disrupting Dagger. Disrupting Lunge can be used that way, but it's far from a guarnteed interrupt even on 1s skills, since you have to deal with the pet attack cycle, and the fact pets can be entirely retarded. Besides, against good teams I just don't see Bestial Mauling being a deciding factor in winning a match.
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Old Jan 11, 2007, 03:16 PM // 15:16   #3
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or just take lunge for distracting blow. =p lunge might be spammable but i never really found it useful in interrupting what i wanted to interrupt.

i dont get the point in draw on your SV support necro. why just not use purge? seeing how the monk has draw and touch, drawing daze off eachother wont be much.

signet of lost souls can probably be swapped out on the necro ninja, its not energy heavy at all. also i dont really see the point in siphon speed, id either take deaths retreat over it. i dont like well of darkness seeing how it comes in handy when your scoring skills (which will most likely mean you are winning), or if you are dying (which will result in a loss with or without it), and usually rez sigs pwn it as well. no real point for it in my opinion. but then, theres no key replacement for it either. maybe stick in meekness or something, if you stick with the signet, or take rigor mortis - put it on a monk hiding in wards, etc etc etc.

now for the spoil victor..again; try taking shadow strike and blood of the aggressor instead of parasitic and shadow of fear. if you do this, you might as well just use shadow of fear on your reapers for one of the optional spots i explained above. fairly spammable and very annoying damage on the monk when they dont expect it. also nice to finish off targets not doing anything because spoil would kill them~ kicking parasitic however will require in more teamwork between the spoil and reapers to help covering eachothers targets. maybe with the monk changings you'd find place for life siphon.

last; id just turn the ZB into a divert hexes. if used right its all you need. you dont really need ZB if you run so many hexes because heavy melee teams would just suicide before they kill or be shut down all day, so basically hexes will be the meanest against you. no purge signet will also make it easier for the necro, giving him more space. so...less talk, ill just make a list of what id run (excluding attributes)

Rao, Hammer, Bestial, Crushing, Distracting Blow, Charm, Comfort, Rez
Reapers Mark, Faintheartedness, Parasitic Bond, Shadow of Fear, Signet of Lost Souls, Siphon Speed/Enchant removal, Disrupting Dagger, Rez
Spoil Victor, Life Siphon, Mark of Subversion, Shadow Strike, Blood of the Aggressor, Signet of Lost Souls, Purge Conditions, Rez
Divert Hexes, Gift of Health, Signet of Devotion, Reversal of Fortune, <Soa, PS, SB>, Draw Conditions, Mending Touch, <secondary stuff>

the monk is fairly easy to use, but nothing id use anymore since yesterday.
(my own crap: DH, Rof, Devo, SB, DrawC, Cop, Soa, VitalBoon <- ya i know nobody will approve it, i didnt either until yesterday, but we've beaten good teams with it, including kame who rolled us before with another build using dual mes blinding, so ya ;p can just say worth a try)

last thing i thought of when posting..maybe make the necro ninja /mes with humility <_> its a part of most hex builds, but then the dual interrupts might be enough against the monk i dont know. ;p

just my ideas from playing against hexways, put in what killed me more and put out what was fairly useless. (own experiences as monk btw )

-Moko
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Old Jan 11, 2007, 04:25 PM // 16:25   #4
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I agree with Zui on the thumper. You'd have much more control with distracting blow in place of beastial or d lunge.

Swap the secondary roles of the necros imo. Energy management is going to be much better on the Reapers necro and you'll be better off having a lower spec in curses on the SV and higher curses on the Reapers nec. I'd also consider bringing an enchant removal on the SV instead of mark of sub.

You have glyph of lesser on a monk with only one 10 energy skill that if used correctly is already excellent energy management.. maybe bring convert hexes instead of purge sig? I realize it's nice to have purge sig to remove migraine, but you have 1 copy already. Get more out of your GoL if you're going to bring it.

Quote:
Originally Posted by Mokone
i dont get the point in draw on your SV support necro. why just not use purge? seeing how the monk has draw and touch, drawing daze off eachother wont be much.
This I agree with, if you're referring to purge conditions.

Quote:
Originally Posted by Mokone
signet of lost souls can probably be swapped out on the necro ninja, its not energy heavy at all. also i dont really see the point in siphon speed, id either take deaths retreat over it. i dont like well of darkness seeing how it comes in handy when your scoring skills (which will most likely mean you are winning), or if you are dying (which will result in a loss with or without it), and usually rez sigs pwn it as well. no real point for it in my opinion. but then, theres no key replacement for it either. maybe stick in meekness or something, if you stick with the signet, or take rigor mortis - put it on a monk hiding in wards, etc etc etc.

now for the spoil victor..again; try taking shadow strike and blood of the aggressor instead of parasitic and shadow of fear. if you do this, you might as well just use shadow of fear on your reapers for one of the optional spots i explained above. fairly spammable and very annoying damage on the monk when they dont expect it. also nice to finish off targets not doing anything because spoil would kill them~ kicking parasitic however will require in more teamwork between the spoil and reapers to help covering eachothers targets. maybe with the monk changings you'd find place for life siphon.
Most of that was just painful to hear. Energy management on the reapers nec is actually a decent argument against not bringing SoLS, but anyone that has played this template knows you always always always have sig of lost souls. Even if energy management is fine for 80% of your matches, having it for the other 20% or even 10% is well worth it.

Well of Darkness is an excellent skill to have in this build. Just because an enemy target dies doesn't mean you have a guaranteed win. If it was a melee that died first, when they get ressed they're a completely cleaned off killing machine that probably has a better idea of which targets to keep pressure on by that point. Getting a well up on a pet's corpse will reduce pressure against thumper teams immensely. If one of your teamates dies when you're playing a melee pressure team, get a well up before you res and watch the match turn in your favor.

I was surprised to see siphon speed in this build, mostly because of how good it is. 15 seconds of a slower enemy target(whether it's on a melee for amazing defense, or a monk for amazing offense) and one hell of a kiting necro for only 5 energy/1 second cast time and 5 second cool down. That's just beautiful..... and you want to replace it with death's retreat?

Shadow Strike ..... it's important that each necro have their own cover hex. Par bond is the best cover hex in the game... so yeah. Mayyyyyyyyybe blood of the aggressor instead of shadow of fear..... even though shadow of fear is a great aoe hex that recharges every 5 seconds. No shadow strike please =/ we're not blood spiking here.

ZB monk > divert hexes in TA. Especially with this build since you'll mostly be trying to keep the thumper clean, which won't be hard to do with purge signet available.

Last edited by Absum; Jan 11, 2007 at 04:41 PM // 16:41..
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Old Jan 11, 2007, 05:27 PM // 17:27   #5
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Quote:
Originally Posted by Zui
Nice build.

The only change that I'd make is replacing Bestial Mauling with Distracting Blow. Although Bestial Mauling can be nice for getting kills on people, either by covering Deep Wound, or owning a Monk on a team that has no off-monk removal, I think another quick-reaction type interrupt would be much stronger, because currently, you only can depend on Disrupting Dagger. Disrupting Lunge can be used that way, but it's far from a guarnteed interrupt even on 1s skills, since you have to deal with the pet attack cycle, and the fact pets can be entirely retarded. Besides, against good teams I just don't see Bestial Mauling being a deciding factor in winning a match.
I totally agree with going with disrupting lunge and distracting blow and no bestial mauling. However, both the thumpers that I played with in this build (I went 42 wins, 0 losses with this build last night) were like wtf zomg you cannot take away my bestial mauling and I preferred to play rather than continue arguing with them. So, it has not been tested with distracting blow. I'm confident this skill change would work fine though.

Quote:
Originally Posted by Mokone
or just take lunge for distracting blow. =p lunge might be spammable but i never really found it useful in interrupting what i wanted to interrupt.
I've never really had a problem hitting the stuff I really want to get with it. Things like ritualist spirits, rez sigs, ranger preps, and many one or two second casts on casters (faint, searing flames, diversion, shame, shadow of fear, etc.). Disabling diversion for 30 seconds in a match is key. Sometimes you get lucky and disable a blinding surge or a zealous benediction.

Out of the three skills, bestial mauling, distracting blow, and disrutping lunge, disrupting lunge is by far the most vital to an experienced rampage thumper.

Quote:
Originally Posted by Mokone
dont get the point in draw on your SV support necro. why just not use purge? seeing how the monk has draw and touch, drawing daze off eachother wont be much.
It was mainly there for two reasons. To quickly rid the monk of dazed (then the monk would mend touch the SV necro) or to get blind and/or crippled off of the thumper when the monk was under too much pressure. If the monk is ok with the idea, then the draw on the SV necro can be dropped in favor of blood of the aggressor.

Quote:
Originally Posted by Mokone
signet of lost souls can probably be swapped out on the necro ninja, its not energy heavy at all.
It's energy heavy enough that it's needed when this necromancer is left unpressured and free to spam the hexes on recharge. Surpisingly, this happened in quite a few matches as the opposing melee gave up on trying to pressure this character due to siphon speed.

Quote:
Originally Posted by Mokone
also i dont really see the point in siphon speed, id either take deaths retreat over it.
So let me get this straight....you don't see the point in a spammable 15 second snare that can be used on enemy melee to make kiting easier for our team and on enemy casters to make it harder for them to kite from your melee? But you think that death's retreat is a good skill for this character who is not specced into shadow arts at all? All I can say is wow. Looking at the skill descriptions, death's retreat looks inferior to return anyway.

Let's put it another way. Say the opposing team has a rampage thumper, two support characters, and a monk. Your team slaps shadow of fear, faintheartedness, siphon speed, and p-bond to cover on both the thumper and his pet. You've just taken away all the adavantages given by the skill rampage as one from both the ranger and the pet. You've actually gone way beyond that in terms of de-buff to attack speed and movement. The ranger now attacks at 50% speed (one hammer swing every 3.4 seconds) which makes it impossible for a crushing blow to land while knocked down. Having the pet attack slower also makes it much harder for it to land a disrupting lunge or a bestial mauling on time. Add on top of this the fact that the thumper and pet are going to have trouble catching up to the players on your team to begin with.

I toyed with the idea of going N/E for water snares. Freezing gust is much better in terms of really slowing your opponent, but it is a bit more expensive and the duration is much lower. Ice/tenai's prison were definately options, but the cast time and recharge turned me off for use in TA. On a N/E, the disrupting dagger would have been replaced by gale which is much stronger but I couldn't find a water hex that matched up to siphon speed in terms of the functionality I was looking for.

Quote:
Originally Posted by Mokone
try taking shadow strike and blood of the aggressor instead of parasitic and shadow of fear.
Having a cover hex for your important, more expensive elite hex is ftw. Dropping two hexes in a hex overload build for skills that just do damage is beyond my comprehension. Blood of the aggressor would be nice to have on the SV bar, but it would be in place of draw conditions and not one of the hexes. I would pick blood of the aggressor over shadow strike, because shadow strike just doesn't feel right in a degen build where you can expect the opposing monk to be struggling keeping their team's health above 50%. Also, I like one second casts better than two second casts due to time/kiting efficiency and less prone to interruption.

Quote:
Originally Posted by Mokone
so...less talk, ill just make a list of what id run
While I'm sure that build you listed would do win 80 to 85% of the matches in TA, it would get flattened by other hex teams that have much better hex removal. Running divert hexes as your only hex removal is a nightmare. It's energy intensive enough that hex teams can simply outpace this removal to the point where you have no energy left. Also, it would be a very quick demise if divert hexes happened to get diversioned or disrupting lunged. Even if humility is used against your divert hexes just two out of every five tries (your team interrupts the other 3 times) your monk and team will still be crying.

Quote:
Originally Posted by Mokone
my own crap: DH, Rof, Devo, SB, DrawC, Cop, Soa, VitalBoon <- ya i know nobody will approve it
I found vital boon on a monk to be quite usable. I liked it better with conviction rather than CoP though.

Quote:
Originally Posted by Mokone
maybe make the necro ninja /mes with humility
Humility is one of the most overrated skills for TA IMO. The teams you would most care about using it against are going to interrupt it over half the time anyway. Also, the inspiration line offers little else I would want aside from spirit shackles (3 second casts on N/Me = yuck), leech signet (but to make the recharge low enough I would also want mantra of inscriptions which would consume 3 skills slots), or discharge/inspired/feedback (any of these enchantment removals would work well in this build but were wholly unnecessary). As far as mesmer non-inspiration skills go, web of disruption would be a no-brainer since it's a hex and fast recharging interrupt.

Assassin secondary simply had more to offer though.

Quote:
Originally Posted by Mokone
just my ideas from playing against hexways, put in what killed me more and put out what was fairly useless. (own experiences as monk btw )
You really should try ZB, veil, and purge signet instead of divert hexes. With another purge signet somewhere in the team build, I feel like this offers better control over hexes than divert hexes does. Even divert hexes monks need veil (preferrably on an off-monk) IMO, so you essentially only save one skill slot by going divert hexes (by not carrying two purge sigs). In tradeoff though, you lose ZB which is useful against all teams and lose a skillslot by having to run gift (which a ZB monk does not have to do).

Quote:
Originally Posted by Absum
Swap the secondary roles of the necros imo. Energy management is going to be much better on the Reapers necro and you'll be better off having a lower spec in curses on the SV and higher curses on the Reapers nec. I'd also consider bringing an enchant removal on the SV instead of mark of sub.

You have glyph of lesser on a monk with only one 10 energy skill that if used correctly is already excellent energy management.. maybe bring convert hexes instead of purge sig? I realize it's nice to have purge sig to remove migraine, but you have 1 copy already. Get more out of your GoL if you're going to bring it.
Siphon speed and disrupting dagger actually consumed much more energy than the other necro spent using draw (which was rare). It's fine to drop the draw for purge conditions or a damage skill like blood of the aggresor. To switch the secondary requires that shadow of fear be moved to the reaper's necro so that the SV necro doesn't have to spec into curses at all (so that he's not spread across 4 lines). Loading shadow of fear on the reaper's mark necro and moving siphon speed to the SV necro poses a new problem. The reaper's necro now has more of the anti-melee (aside from siphon speed), but becomes easier to catch up to.

Using convert hexes on the monk instead of purge signet just opens you up to more kinds of interrupts (mesmer ranged spell only interrupts), costs energy, and cannot be used as a free condition removal. The secondary effect of convert hexes (i.e. bonus armor per necro hex removed) is nice but not sufficient enough to justify brining it over purge signet. The only advantage that convert hexes offers over purge signet is that you don't have to weapon swap (introducing further delay) to make effective use of it. Convert hexes is much weaker though against hexes like migraine, backfire, and shame.
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Old Jan 11, 2007, 08:48 PM // 20:48   #6
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about parastic bond; yeah i know its an awesome cover, but running it on both seems silly to my eyes. its a teambuild afterall, so if the coordination allows it its fine if you run it on one. and i did add life siphon as cover as well, so yeah.

siphon speed: sure its an incredible nice skill, but i just look at it this way. your kiting away from a target that is hexed with spoil victor. wouldnt that make your spoil victor useless if you run and the enemy cant hit you, therefore take no damage? sure, reapers will degen them, but it makes spoil a bit more useless at last. might be useful at the start when theres still attackers to hex, but soon it would become useless in my eyes. deaths retreat helps with healing in a way, and the teleport can screw over a team as well, just as a return on a monk. divert hexes does lack of healing sometimes, so id much rather have a heal over cripple (draw is so common anyways).

sols: i DID include it in BOTH necromancer builds i modded later, i just said it would be useless in the builds above, because in my eyes they really are, its like-...too much energy management in my eyes. :<

zb+purge against divert: i cant really judge this, ive had lots of success with divert only, without any monk support. i havnt ran a caster in ages, nor have we ever really ran purge signet, so i honestly cant judge what works better. and if you run out of energy as a divert hexer against a hexteam, i dont know what your doing wrong. remove spoil victor right away at the start, most likely taking another cover with it. then, important, dont use it if your target doesnt need the 200 health heal it will supply. :/ if your using divert to constantly remove crappy hexes..aye, go on.

veil on divert: no, i carry cop for a reason.

conviction: no, waste, costs too much to keep it up. vital boon is just another enchant i picked against migraine, if migraine pops up and i already had boon i got enough time to soa -> cop.

disrupting lunge: im either the worst rao ever, or i just hate pets. i never get to interrupt the skill i plan, im even having a hard time with rez signets, i dont know why, but it acts different than bestial mauling. my bestial always hits at the right time, my lunge doesnt. the pet doesnt seem to cancel its attack or update it, i have no clue, it always lands later (resulting in my interrupting a skill the enemy is spamming, such as rof, which is nice as well, but still not my purpose >.>)

humility: can be awesome, takes investments in the bar though. yes, im overrating it and have no clue how to use it properly, but im sure it has its really really mean uses.

draw on the necro on the monk using touch: ANNOYING AS HELL! dont do this to a monk please. let the monk draw and have the necro purge conditions. a monk running up to a char with maybe a fairly long distance, who might be kiting while under the effect of siphon speed = gg. also with the mo/d build the monk is more than able to draw dazed and remove it right away without many problems.

and about shadow, i dont know really, theres this one hexteam in ta that runs it, really nicely at that, and i havnt really managed to beat them so far.

gift on divert: who says you need to run it? been running it for a few days, did face good teams, beaten them without and got glad points without it.

in my really honest opinion, zb is a waste in ta. :< zb does make many matches too easy and boring, divert is a challenge, and it doesnt turn you into some really lazy monk. when i switched from ZB back to other builds i somehow ended up really lazy and it took ages til i got used to them, so im sticking with divert. it got me hundred of gladpoints in ta, against noobs and decent players, and nobody can ever change my mind about divert in ta.

btw, i know my text hurts a lot to read, but in my builds i put together most of it does make a bit more sense. >_>
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Old Jan 11, 2007, 10:31 PM // 22:31   #7
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Quote:
Originally Posted by Mokone
about parastic bond; yeah i know its an awesome cover, but running it on both seems silly to my eyes. its a teambuild afterall, so if the coordination allows it its fine if you run it on one. and i did add life siphon as cover as well, so yeah.
Life siphon doesn't really pass a cover hex. The energy cost and two second cast time really prevent it from being a cover hex. While at 12+ blood it is a good skill, it does not allow the SV necro to cover the SV before it can get removed.

My qualifications for a cover hex are -- 5 or less second recharge, 5 energy, 20 or more second duration, and 1 or less second cast. Only 2 hexes in the game easily fit these parameters and they are parasitic bond and mind wrack. Images of remorse under mantra of persistence and with 9+ in fast casting comes really close. Siphon speed fits the parameters at really high deadly arts as well.

Quote:
Originally Posted by Mokone
siphon speed: sure its an incredible nice skill, but i just look at it this way. your kiting away from a target that is hexed with spoil victor. wouldnt that make your spoil victor useless if you run and the enemy cant hit you, therefore take no damage? sure, reapers will degen them, but it makes spoil a bit more useless at last. might be useful at the start when theres still attackers to hex, but soon it would become useless in my eyes. deaths retreat helps with healing in a way, and the teleport can screw over a team as well, just as a return on a monk. divert hexes does lack of healing sometimes, so id much rather have a heal over cripple (draw is so common anyways).
What you describe is not the way to use spoil victor in this build. The reaper's focuses primarily on the melee and bow rangers while the spoil victor necro focuses primarily on the casters. One big exception to this are melandru's dervishes, since spoil victor is just nasty on them

Quote:
Originally Posted by Mokone
veil on divert: no, i carry cop for a reason.
That's not the right way to look at veil.

While I like your idea of vital boon and cop (these two skills definately have nice synergy) for protecting against dazed, migraine, backfire, and shame, it is not as strong as veil against diversion.

CoP and vital boon are very self-oriented skills. I am always wary of bars that run too many self-oriented skills. For instance, I typically tell my TA teams to ignore any Mo/W that is using balanced stance, shield bash, and disciplined stance and just attack their offense instead. With only 5 skills to help their allies, the monk is going to be hard pressed to keep up. If cop was still a 5 second recharge and vital boon was 6 instead of 8, then I would certainly use such a combo more often.

Veil most certainly is not just for yourself. You can maintain it on your mele character(s) to slow the incoming rate of necromancer hexes which opens timing windows for their skills to be disrupted. Even if their hexes don't get interrupted, it reduces the number of hexes per minute that they can use and reduces their ability to kite and still do their job when being hit by melee. You can also maintain veil on a blinding surge mesmer on your team that you expect will be the target of diversion. In fact, if I know that the other team is competent through name recognition (there are certain names or guild tags I recognize upon sight), I'll pre-veil my melee and a key part of the defense of my team (i.e. whichever player on your team has the most anti-melee). If, however, I fail to recognize the names or guild tags from the opposing team, then I pre-veil my melee and myself as there is a much higher probability that they will be playing to "monk stomp".

Quote:
Originally Posted by Mokone
in my really honest opinion, zb is a waste in ta. :< zb does make many matches too easy and boring, divert is a challenge, and it doesnt turn you into some really lazy monk. when i switched from ZB back to other builds i somehow ended up really lazy and it took ages til i got used to them, so im sticking with divert. it got me hundred of gladpoints in ta, against noobs and decent players, and nobody can ever change my mind about divert in ta.
I've played both monk elites in TA since Nightfall's release. In my view, ZB and divert hexes are the two best elite skills for monks to bring into TA under the current TA meta. I think that the choice as to which one to take should not come down to "ZB makes the monk lazy or complacent". The choice really comes down to the team build and how much anti-melee and off-monk hex removal you want to run. With ZB, you don't need quite as much anti-melee and hence can run a more aggressive build. With divert hexes, you don't need quite as much off-monk hex removal. Still, if you are running one or more melee for your primary damage, then you would be wise to bring at least one other hex removal skill in the build.
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Old Jan 12, 2007, 01:03 AM // 01:03   #8
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i used life siphon instead of para bond just because the other necro is running it already. >.> its a teambuild afterall, so if the communication allows (and i think you should really run something with hexway) then you can always let the reapers cover SV. but i guess kicking something for para bond on SV wont hurt at all.

and uhm..spoil victor has an awesome recharge, its easy to put it onto the whole enemy team in a short time, if your just waiting for the casters and dont get all of SV, then thats quite silly. i dont really get why youd want it on casters and mel dervs only tho. >.> its an all round skill and deadly to everything. you gotta explain poor me someday. :P

yes, i know holy veil is an awesome skill, it hurts to kick holy veil, but there simply isnt anymore space in my bar to put in holy veil. i already kicked gift (which nobody will approve either but idk) to take in soa, if id take out holy veil ill lack of the damage prevention and therefore need veil again, meaning ill either have to go to ZB or totally ruin my bar. <_>

i know its unfortunately very weak against diversion unlike veil, but most of the times a (smart) mesmer carries shatter enchant as well, removing your veil before diversion-ing. this will require you to cast a cover (ps) which will eventually be quite energy heavy. but then again, its a teambuild, if theres a mesmer our BHA will go for him and disable him either way, so i dont have to worry. =P back from playing ZB i preveiled a lot, but i never found it to be that useful. the only time i was thankful for it was when we faced 4 SP spikers and one skill disabled all of them.

and of course im not trying to argue in the way that ZB might make you lazy, i just said i dislike to play it because of that reason. for me the TA meta is more of a "lets see which team can shut down better" instead of a "lets deal damage", making ZB a bit too useless in my opinion. the only time ill ever play ZB again is with my balanced team (which is kinda dead atm..) containing an expel. i guess the whole conversation about ZB vs DH (or any monk elite comparision) is silly in general - use what your best at, what fits into your team and what works.

im happy with the build, especially after doing about 50 flawless this night, including teams of kame, rezq, and other good american guilds (euro is slacking >_>).

on the last note, you dont need a higher recharge on CoP. dont spam it and only use if its really needed. vital boons recharge is fine as well, and you can always use 3 other possible (2 against melee) enchantments if your vital boon isnt possible to cop off.

*off to bed*
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Old Jan 12, 2007, 02:01 AM // 02:01   #9
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I don't understand the logic of draw on the monk if you're running draw/mend touch on an off-character. I would just run dismiss on the monk and get another skill slot or run mend condy/mend touch. The necro should be pulling blinds off of the thumper most of the time either way, and having 2 draws in a TA build is just worthless IMO.
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Old Jan 13, 2007, 08:50 PM // 20:50   #10
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Looks like a good build to me. Although if i were you i would figure out a way to incorporate "Signet of Twilight." In heavey hex builds this skills rocks superior to any of the proposed enchant removal you mentioned at the end of your post. Throw in deadly paradox and this signet becomes twice as effective 1ct 10rct and can remove multiple enchants for free! Ive learned to love it on the reapers necro i play in randoms. I'm not really sure what you would take out for it but one of your necro's is at least already N/A.
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Old Jan 15, 2007, 07:20 AM // 07:20   #11
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Quote:
Originally Posted by TheOneMephisto
I don't understand the logic of draw on the monk if you're running draw/mend touch on an off-character. I would just run dismiss on the monk and get another skill slot or run mend condy/mend touch. The necro should be pulling blinds off of the thumper most of the time either way, and having 2 draws in a TA build is just worthless IMO.
If the monk changes to dismiss and the N/Mo is the only draw, then his time and energy efficiency is greatly reduced. The current pace of damage in the TA meta rarely affords a monk 3/4 second of time just to remove blinds. A monk can easily afford 1/4 second of time though.

I agree that running two draw was a bit silly, so later runs of this build we switched the draw on the N/Mo to mending touch and dropped the mending touch from the monk. I tried two different replacement skills on the monk, gale and grasping earth, and thoroughly enjoyed playing either of those monk bars.
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Old Jan 15, 2007, 10:32 PM // 22:32   #12
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gale and grasping earth.. wow

after i saw this build there were a few things i had to change. here are a couple of my modded versions. try em out and see which one you prefer

mod1: http://gwshack.us/d2f15
mod2: http://gwshack.us/cc2a0

the monk bar for this build is very flexible. you can go mo/me with hex breaker and ihex/goh, or bring cop on that mo/d bar instead of conviction(our monk has been running cop)

Last edited by Absum; Jan 15, 2007 at 10:38 PM // 22:38..
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Old Jan 15, 2007, 11:32 PM // 23:32   #13
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Originally Posted by Absum
gale and grasping earth.. wow
Gale is an incredibly good skill and one of the most flexible in the game. Using it on a monk defensively with glyph of lesser energy easily allows you to prevent damage that would otherwise have to be protted/healed. Separating a thumper from his pet with gale often helped prevent a lot of damage. A bit of exhaustion really doesn't matter on a monk, because rarely will your energy pool make swings from near empty to near full anyway. Also, it allows you to interrupt annoying things from range such as shadowsong or displacement before your party is in range to interrupt.

It should also be noted that using gale offensively against bad teams by galing their monk allows your offense to kill their offense quicker and win the match quicker.

Grasping earth was fun too to help support the overloading of hexes, but not as much fun as gale. The downside of grasping earth was easily circumvented by having the thumper hit someone else or use an elemental weapon on players hexed with grasping earth.

Quote:
Originally Posted by Absum
after i saw this build there were a few things i had to change. here are a couple of my modded versions. try em out and see which one you prefer

mod1: http://gwshack.us/d2f15
mod2: http://gwshack.us/cc2a0

the monk bar for this build is very flexible. you can go mo/me with hex breaker and ihex/goh, or bring cop on that mo/d bar instead of conviction(our monk has been running cop)
The second build is superior to the first one you listed IMO. I would definately go vital boon + cop rather than vital boon + conviction (as much as I love that combo). The reasons I see cop being needed are to increase hex removal ability (one veil and one purge sig does not cut it) and to deal with dazed quickly. I would drop p-bond and replace it with mark of subversion on the N/A, because with deadly paradox and siphon speed you now have an effective cover hex for spoil victor.

Why do you have wild blow rather than disrupting lunge on the thumper? Have stances been making some big return to the TA meta?
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Old Jan 15, 2007, 11:49 PM // 23:49   #14
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I'm not even going to argue with you about bringing gale on a monk. If you're that far gone, there's no point =,= wow man. It just says a lot more about the level of competition in TA right now.

I agree with the superiority of the second build, save the fact that I just like having purge conditions and convert hexes on the reapers nec. If you're facing a team with dazed, and your monk gets dazed while purge signet is recycling... meh.

Hmmmm. Stance monks, stance necros, stance mesmers, stance NR trappers.... steady stance, hex breaker, mantra of inscriptions, mantra of resolve.... Don't question my thumper build

Last edited by Absum; Jan 16, 2007 at 12:02 AM // 00:02..
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Old Jan 16, 2007, 04:06 AM // 04:06   #15
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Originally Posted by Absum
Hmmmm. Stance monks, stance necros, stance mesmers, stance NR trappers.... steady stance, hex breaker, mantra of inscriptions, mantra of resolve.... Don't question my thumper build
Stance Monks? I haven't seen one in awhile. Unless you count Thunder, but he runs Balanced Stance, Disciplined Stance, Shield Stance, and Healing Signet on his Monk. Just hit other people and his team dies, because his Monk bar really sucks.

Stance Necros? Sorry, haven't seen any for awhile. Actualy, the only time I've ever seen one is on my team, goofing off and running a build that has 4 characters with Warrior defensive stances... It really wasn't that hot, we even ran Backfire on a Mesmer because really bad players killed themselves with it repeatedly.

Stance Mesmers? See above. Unless you want to count Distortion on a Migraine guy, in which case Wild Blow is pretty much pointless.

Hex Breaker? Umm, or you could use a cheap, spammable cover hex like Parasitic Bond to end it. Also, Hex Breaker isn't common enough to run Wild Blow to counter it...

Mantra of Inscriptions? Haven't seen this one in TA in months and by months, I mean like, 9+ months. Either way, you could just interrupt Signet of Humility... Since that's most likely what you'd pair it with...

Mantra of Resolve? Wtf? Does anyone seriously run this in TA? I don't see good teams ever running this. Come to speak of it, I don't even see Random Areans teams running it, and I don't even remember seeing builds on Guild Wiki that contain it(rescently)...

Oath Trappers with Nature's Renewal? Sorry, in the current metagame NR builds fail... Why you'd counter somthing you're already going to beat with ease is beyond me. More importantly, I haven't seen anyone running Nature's Renewal in Team Arenas in ages...



Honestly, there's just no reason to run Wild Blow. Unless the metagame(which has pretty much settled) has shifted drasticly in the day or so that I haven't played Team Arenas.
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Old Jan 16, 2007, 04:52 AM // 04:52   #16
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lol Zui. Haven't seen stance monks in a while? open your eyes?

Thanks a lot for posting that garbage.. now I have to go and explain away every point =,=

you don't see stance necros and mesmers often, but when you do they're a total bitch. A lot of asian groups run necros and mesmers with sin secondaries and will send you running everywhere unless you're able to wild blow shadow of haste off. I've seen decent american and european groups run mesmers and necros with natural stride.

yes, hex breaker. "Hex breaker's off the monk, spoil him and cover", works nice when necros are hurting on energy and when more than one target has hex breaker. Yes, I've seen it.

Mantra of inscriptions. I've ran builds with mantra of inscriptions.... I've seen other people use it once in a while... yes, with sig of humility.. and man, is it nice when i wild blow off their mantra and interrupt sig of humility and not have to interrupt it again for twice as long

spirit spam + hex grief builds use resolve to put up their spirits.

Oath trapper builds don't fail against the build this whole thread is about. Keeping the trapper under control is kind of important.. I even ran a build once that brought natures renewal on a magebane ranger. It was just to deal with all the hexways that were in, and it worked beautifully.

Lastly, don't talk to me about the TA meta zui.... who do you think has more experience?

Last edited by Absum; Jan 16, 2007 at 04:54 AM // 04:54..
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Old Jan 16, 2007, 03:58 PM // 15:58   #17
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Quote:
Originally Posted by Absum
lol Zui. Haven't seen stance monks in a while? open your eyes?
Huh? I'm serious, aside from the single example I mentioned, I haven't seen a stance Monk in quite awhile. Either way, countering a stance Monk can be done entirely with proper use of "Tab." There's no need to bring Wild Blow so you can train them and attempt to Monk Stomp - Doubly so if you're actualy playing a descent team and want to win, even if they don't have a stance Monk.

Quote:
Originally Posted by Absum
you don't see stance necros and mesmers often, but when you do they're a total bitch. A lot of asian groups run necros and mesmers with sin secondaries and will send you running everywhere unless you're able to wild blow shadow of haste off. I've seen decent american and european groups run mesmers and necros with natural stride.
So let me get this straight, you're running Wild Blow to counter somthing you rarely ever see, and can be beaten other ways?

You may have seen those things, but I certainly have not. Infact, the last time I saw a non-ranger with Natural Stride was just after Nightfall release, on a Monk. It was popular for awhile, and quickly died off.

Quote:
Originally Posted by Absum
yes, hex breaker. "Hex breaker's off the monk, spoil him and cover", works nice when necros are hurting on energy and when more than one target has hex breaker. Yes, I've seen it.
1) Hex Breaker does not need to be maintained. You can activate it at the very last second before a hex hits to make that hex fail.

2) Hex Breaker is not a very common skill. You'll see it maybe once out of every fifteen games you play against good teams, which is about 1/150 games.

3) You could use a hex like Parasitic Bond to end Hex Breaker, assuming it's being maintained. If you're running a hex build, though, you'll already have this skill by default, and this skill is actualy useful every single game you play as a cover hex. Can you really say that Wild Blow is useful every single game you play? Or useful against every single good team you play? (Ok, so that was rethorical and the answer is an obvious "No")

Quote:
Originally Posted by Absum
Mantra of inscriptions. I've ran builds with mantra of inscriptions.... I've seen other people use it once in a while... yes, with sig of humility.. and man, is it nice when i wild blow off their mantra and interrupt sig of humility and not have to interrupt it again for twice as long
Or, you could use Disrupting Lunge and disable it for longer?

Quote:
Originally Posted by Absum
spirit spam + hex grief builds use resolve to put up their spirits.
...No? But, let's assume you are correct here, in which case you can just like, try and interrupt spirits to make them loose massive amounts of energy, making Mantra of Resolve end. Considering how taxed Ritualists are on energy without Mantra of Resolve, I don't think it'd be very hard to get them down to the point where you can interrupt spirits with ease because they can't use Mantra of Resolve, even with pretty descent spec into Inspiration Magic.

Quote:
Originally Posted by Absum
Oath trapper builds don't fail against the build this whole thread is about. Keeping the trapper under control is kind of important..
Really? Are you telling me that Disrupting Dagger is not a Spell? Or that this build does not have a copy of Disrupting Dagger?

Quote:
Originally Posted by Absum
I even ran a build once that brought natures renewal on a magebane ranger. It was just to deal with all the hexways that were in, and it worked beautifully.
Lol. And they weren't smart enough to like, kill the spirit? I'm trying to decide which is sadder, them being extremely stupid and auto-failing because of it or you boasting about running a poor build and beating poor teams with it.
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Old Jan 16, 2007, 11:12 PM // 23:12   #18
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Running wild blow in this build is insurance against situations that occur occassionally, but when they do, you'll wish you had it.

You're still talking about situations "you" haven't seen. Well I have, and this is how to be better prepared for them. Instead of trying to talk like you know the meta better than I do, and you don't, maybe you should try learning something.

I'll make this very clear for you. You can take d lunge and roll 95% of the teams you face. Then you're going to run into something that I mentioned where having wild blow gives you a much appreciated edge. I don't run unreliable pet skills on a thumper such as d lunge and beastial mauling because: a good team will purge dazed off everytime it comes around, then you'll be wishing you had an awesome interrupt like distracting blow to depend on. Any decent player knows how to time pet attacks, d lunge is probably the most unreliable interrupt ever. I rarely rarely rarely get a skill caught by d lunge, simply because it's the easiest damn interrupt in the game to avoid just by watching the pet's incredibly slow attacks. I know how to do this, and so does everyone on my team. Forgive me for assuming there might be another team out there that can deal with that skill just as well, and wild blow and d blow would be a hell of a lot more useful.

You want skills to be where they count, which is in the difficult matches. The rest of the matches are won just as easily without a pos spammable annoyance skill like d lunge. The only time I'd ever consider running d lunge is when there are 2 pets training one target, like in a packhunter build.

Now... on to the knitpicking. =,=

Hexbreaker: If there's melee pressure on a monk they're much less likely to time their hex breaker properly. If they do time their hexbreaker properly at the last second and negate the hex that they're anticipating, you just completely denied your own strategy against it... kind of hard to burn it with a cover hex if they're only activating it a split second before they see a nasty hex coming their way, isn't it? And no, it's not an issue of monk-stomping. If the necros are heavily multitasked and breaker is giving them a problem, I'll switch to the monk to add pressure and stance maintenance in the desired area.

Inscriptions: You're going to rely on disrupting lunge to interrupt key skills?... no thanks. Maybe this is successful for you, in which case I won't say anything further.

Ritualists: I am correct there. Thanks, but I have no need to assume, and if you think you do, save yourself the trouble because I don't need your input to begin with. If you just try to interrupt through resolve, let's see... you have 2 interrupts in the form of d blow and disrupting dagger. 2 interrupts through resolve will cause them to lose 14-16 energy. Then on completion of the ritual they'll gain probably 6 energy back from boon of creation. That e-denial isn't exactly massive and is in no way worth letting wanderlust or shadowsong be spawned. It would be much better team-denial to interrupt the ritual itself so they have the energy lost from the ritual and no energy gain from putting one up, as well as not having that spirit up to assist them, especially if there are 2 spirit spammers on the team.

NR trapper: Umm, I consider the situation a little better when the thumper can train the trapper, and the SV necro can focus on interrupting other things... the majority of the time trappers take immense amounts of DPS when a thumper is on them, they'll be kiting and won't be able to interrupt as efficiently, and they have low health to begin with so they're easy to drop. Much better prioritizing of targets IMO.

poor build beating poor teams... wow, zui. i'm not even wasting my time on that remark. no further comment.

Last edited by Absum; Jan 16, 2007 at 11:16 PM // 23:16..
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Old Jan 17, 2007, 12:07 AM // 00:07   #19
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I agree with Absum on the fact that distracting blow is the superior skill to bestial mauling against the top 5% of teams you face (which are the ones you want to prep the most to beat). However, since I typically play monk or support I typically get a response of, "If you make me take bestial mauling off my bar for distracting blow, then I'll leave the group", from the person playing the rampage thumper. It's not just one person who has said this either. Basically almost every rampage thumper I've played with says this. I think it just comes down to players preferring the "easy" button rather than choosing the superior skill that actually requires skill to use effectively. So, I just give in cause I feel like playing rather than waiting.

Quote:
Originally Posted by Absum
I gave the signet of twilight skill a shot in RA using siphon speed, disrupting dagger, and signet of twilight on a reaper's build and I found it quite effective. I made the change after encountering a team with an E/D (using sandstorm, stoneflesh, earth attune, and mystic regen) and a D/* using mystic regen for 9+ regen. Basically, after playing that team I found I could only degen effectively one person on their team because their monk had hex breaker and holy veil as well. This type of team pissed me off enough that I decided to try out the signet. I'm sure with deadly paradox it's even better.

For TA, I'm sure it's quite useful for removing covered elementalist attunements and monks that like to stack vital boon, veil, and shield of absorption on themselves. And it's definately a lot cheaper to use in a hex build than something like gaze of contempt.

Quote:
Originally Posted by Absum
You're going to rely on disrupting lunge to interrupt key skills?
It's a lot more reliable than you make it out to be provided your pet is already on that target. Especially on the 2+ second signets that you most want to catch with it (rez signet, purge signet, signet of humility, signet of devotion). I have faced a team with a Me/Mo using mantra of inscriptions, signet of humility, and purge signet. Interrupting and locking out purge signet and signet of humility each for an additional 20 seconds was fairly key when playing in a hex team against an opposing hex team.

You still have distracting blow to reliably interrupt a skill from someone that your pet is not attacking. And lest you not forget counting hammer bash as an additional interrupt skill in the build. Sure it's not as reliable as distracting blow, but I certainly can interrupt quite a bit with hammer bash sometimes intentionally and sometimes unintentionally.

Quote:
Originally Posted by Absum
Ritualists: I am correct there. Thanks, but I have no need to assume, and if you think you do, save yourself the trouble because I don't need your input to begin with. If you just try to interrupt through resolve, let's see... you have 2 interrupts in the form of d blow and disrupting dagger. 2 interrupts through resolve will cause them to lose 14-16 energy.
You left out the best interrupt of all to use against ritualists -- hammer bash. Just train them and hammer bash them as the near the end of each of their spirit summonings. The bash will charge up each time you need it just in time to bash them on their spirit laying. Unless of course the other team snares you often thus allowing the ritualist to get away from you. Which is why you should really look into running gale on the monk. Put those rits where they belong from range -- on their ass.

Quote:
Originally Posted by Zui
Really? Are you telling me that Disrupting Dagger is not a Spell? Or that this build does not have a copy of Disrupting Dagger?
Yep, disrupting dagger interrupts oath shot, traps, spirits, etc. from an oath shot ranger even through whirling defense or natural stride.
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Old Jan 17, 2007, 01:50 AM // 01:50   #20
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Just adding to what Divine said in response to Ritualists, if you have Disrupting Lunge over Wild Blow, you have yet another interrupt.
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