Jan 10, 2007, 05:38 PM // 17:38
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#1
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Wilds Pathfinder
Join Date: Aug 2006
Location: Long Island, NY
Guild: Elite Knights [SWAT]
Profession: W/
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AB team build...
yes, thats right...a team build for ab. with this setup you will dominate everything you come across in AB. you will need 2 Me/N, 1 N/Me, 1 Mo/N healer/protect.
the setups for the 2 me/n are the same. they will be the main damage for this build. the necromancer is a BiP, BR, and backup hexer. the monk is there obviously for healing and especially for condition/hex removal. the monk will also be backing up the necro with blood ritual (doesnt need much in blood for it..its spamable)
Me/N builds--12 curses, 12 illusion, 8 inspiration, 9 or 10 fast casting.
skills--souls barbs, recurring insecurity (elite), parasitic bond, fainthartedness, conjure phantasm, imagined burden/etheral burden, energy trap, distortion (only lasts 4 seconds, but its to prevent a shadow prison spike).
N/Me build--16 curses, 14 or 15 blood, rest in soul reaping
skills--blood is power, blood ritual, soul barbs, parasitic bond, fainthartedness, life siphon, etheral burden, optional
Mo/N--there is no specific heal build for this but it MUST include blood ritual (mostly for the necro), condition and hex removal. (hex removal is a extremley needed)
the spike damage comes from soul barbs+recurring insecurity. put all hexes on a target and then spam parasitic bond for about 44 damage per hex. it attacking a single target, only the necro need to use soul barbs. if attacking a group, spread soul barbs. call spike targets. with 3 hex casters on a single target you will do easily over 100 damage every second. everyone call their energy whenever needed and the necro will bip/br you. the monk should only use br on the necro.
some might say AB is a place for crap builds and noobs, but i designed this to destroy everything in AB. AB is extremley fun with an organized build like this ad its very rewarding.
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Jan 10, 2007, 05:48 PM // 17:48
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#2
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Jungle Guide
Join Date: Nov 2006
Guild: NiTe
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You would need to be very organized first of all, but secondly there are ways to be able to cap shrines faster.
Take one renewal nuker and three others as you like, you will cap faster and in the end win cause of that. A fire cap build (a single person) destroys most shrines in 5 seconds
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Jan 10, 2007, 06:25 PM // 18:25
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#3
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Wilds Pathfinder
Join Date: Aug 2006
Location: Long Island, NY
Guild: Elite Knights [SWAT]
Profession: W/
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its not meant only for capping shrines, its for keeping mobs under control and defending shrines. this build works just as well offensivley and defensivley in any situation....youre right, you would need an organized group for it and would not be able to do it with a PuG. however, it wouldnt be difficult to get together with your guild or some friends.
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Jan 11, 2007, 09:57 AM // 09:57
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#4
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Forge Runner
Join Date: Jul 2006
Guild: Guild Of Handicrafted Products [MaSS]
Profession: W/Mo
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LOL to see people actually thinking about an organised team in alliance battle. I often play monk and the only way to make the game enjoyable is playing with guildies/friends, else ppl will scatter very soon and there's nothing left to heal for me. As for the monk, I would try a ZB monk if possible, they own in 4 ppl groups with them being the only monk. Give him shield of absorption and prot. spirit against melee spikes since your team is squishy.
The slow spells are definitely a good idea IMO, together with distortion it's the only defense against melee. I would work some more on nuke violence tho, like spiritual pain or the like, and interrupts for the NPC monks, they can be tough and if theyre not kiled in time their mates will run to the rescue and have the advantage of a free monk.
I don't think blood ritual on the monk is generally a good idea, since you already have 2 ppl carrying slow spells I should swap ethereal burden for signet of lost souls or another energy management spell. I'm aware that ethereal gives back energy too, but the recharge is killer and it's too conditional IMO. Monk should run some selfe defense options like assassin secondary with return and dark escape because AB can be one big thump and assassin slugfest sometimes and there is plenty of room to run around, so better use it.
But that's just my two cents, in an organised team I think your build isn't too bad with or without further improvement.
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