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Old Nov 19, 2006, 11:07 PM // 23:07   #1
Jungle Guide
 
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Default Single YAA Split

The basic idea is to have 1 YAA warrior as a ganker to pressure the base and build NPC advantage while having a reasonably durable flag group that is also capable of scoring kills through pressure/adren spiking with aid from the paragon and mesmer on the spike. Once the other team starts commiting characters to the YAA warrior I'd the build to able to take advantage at the stand rather than just buy time to VOD in all cases.


W/a

Sword 15 (12+1+2)
Tactics 10 (9+1)
Strength 10 (9+1)
Deadly Arts 3

Sever
Gash
Final Thrust
You're All Alone {E}
Enraged Charge
Shadow Walk
Healing Signet
Signet of Malice

W/a

Axe 16 (12+1+3)
Strength 11 (10+1)
Deadly 8

Shadow Prison {E}
Dismember
Critical Chop
Executioners Strike
Protectors Strike
Frenzy
Rush
Res Sig

W/a

Hammer 16 (12+1+3)
Strength 13 (12+1)
Shadow 3

Devestating Hammer {E}
Crushing Blow
Fierce Blow
Protectors Strike
Frenzy
Deaths Charge
Rush
Res Sig

P/w

Motivation 15 (12+1+2)
Spear 12 (10+2)
Leadership 8 (7+1)
Tactics 4

Spear of Lightning
Wild Throw
Watch Yourself
Energizing Finale
Mending Refrain
Ballad of Restoration
Song of Restoration {E}
Res Sig

Mes/Mo

Domination 15 (12+1+2)
Fast Cast 10 (9+1)
Inspiration 10 (9+1)

Mantra of Recovery {E}
Diversion
Shatter Enchantment
Drain Enchantment
Blackout
Power Drain
Remove Hex
Ressurection Chant

Mo/a

Divine 12 (10+1+1)
Protection 13 (11+2)
Healing 9 (8+1)
Shadow 6

Gift of Health
Reversal of Fortune
Dismiss Condition
Zealous Benediction {E}
Protective Spirit
Signet of Devotion
Dark Escape
Return

Mo/a

Divine 14 (11+1+2)
Protection 11 (10+1)
Healing 9 (8+1)
Shadow 6

Gift of Health
Reversal of Fortune
Blessed Light {E}
Spirit bond
Signet of Devotion
Purge Signet
Dark Escape
Return

E/mo

Water 15 (12+1+2)
Energy 10 (9+1)
Healing 9
Protection 3

Blurred Vision
Freezing Gust
Deep Freeze
Vapor Blade
Armor of Mist
Ether Prodigy {E}
Heal Party
Extinguish

I'm not sure if I have stated out all the characters which is one problem I could use comments on. Second, I'm not sure whether the memsmer could use more an additional interrupt rather than the drain enchant or something else. I wanted the paragon to have some offensive capabilities that he could add to the spike/pressure but I'm not sure its worth it or not.

Thanks for the comments.
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Old Nov 20, 2006, 12:09 AM // 00:09   #2
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- You've got two elites on that second warrior. Shadow Prison and Eviscerate.

- Your split warrior has no attack buff, and no res (obviously the no res is intentional), which is a little odd.

- Mighty Throw is a cheap attack you can use for spikes on the Para, since it does loads of damage and charges quickly.

It's not a bad build, though I found it interesting that you've opted for a lot of Major Runes.

EDIT: After taking a look at Enraging Charge, I think it might be better used on your hammer warrior. The three strikes of adrenaline is wasted on the YAA, since you want a faster attack speed to take down NPCs before they send someone back.

Last edited by Dark Helmet; Nov 20, 2006 at 12:17 AM // 00:17..
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Old Nov 20, 2006, 12:46 AM // 00:46   #3
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I thought I caught my edit mistakes . Eviscerate is supposed to be executioners. But Now the edit function is acting wierd and it doesn't seem to be making the change to executioners for me. I'll keep trying.

There are a lot of things you might want on the YAA bar including an ias and an interrupt like disrupting daggers. But the spots are tight and I thought I would sneak fast adrenaline to speed up the kills through the back door with enraged Charge (which would also be nice on the hammer though perhaps a little energy intensive). I like dis daggers, but after fiddling around with a 2 attack version and sever/gash/final version I like the stronger killing potential of the latter. Against npcs 2 attacks work fine, but its easier bringing down a runner and such with the 3 attacks.

Mighty Throw is a good idea on the paragon. Forgot about that one.

As for runes, on characters like the 2 flag group warriors I just wanted them to squeeze out all the damage they can. Whereas the YAA warrior is working all alone (lol) and I wanted to sacrifice a little damage for more surviability. Likewise on the mesmer where the increase to 16 at the cost life doesn't seem worth it to me. The paragon might be fine bumping up to 16 though.
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Old Nov 20, 2006, 01:02 AM // 01:02   #4
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Yeah, there's a lot of stuff I'd like on my YAA bar... Shadow Step, IAS, basic speed buff, Sig of Malice... /sigh

Out of curiousity, how often does critical chop actually get a critical with that high axe mastery? Everyone says it's good, but I've never actually used it...

Looks like a good pressure build though.
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Old Nov 20, 2006, 02:55 AM // 02:55   #5
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The power of critical chop isnt the interupt, +31 dmg (at 16 axe) with 0.5 cast time. Makes for a great spike as you can stick this on the end of your standard spike to pack in more dmg while still remaining the small spike time needed. Very much like protectors strike but with unconditional dmg and a nice little bounus if it triggers.
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Old Nov 20, 2006, 08:24 AM // 08:24   #6
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I love diversion but it is your only hex that is on a non-flagger, your mesmer had better be really good to land it without it getting pulled - surge, pain, draw might be better than recovery, diversion, blackout.
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Old Nov 20, 2006, 08:42 AM // 08:42   #7
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Diversion is just there to slow the enemy monks or whatever down. It has a short duration anyways, so they can just wait it out at the cost of being greatly slowed down.
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Old Nov 21, 2006, 05:47 PM // 17:47   #8
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I wanted the mesmer to be a character that could spam shutdown, and basically delay/interfere with problem characters. I was thinking shame might night be a bad idea either somewhere on the bar or e-burn. Any other comments/thoughts suggestions? Generally we've had some trouble coming up with a formula for splits that provides a ganking presence that the other team has to committ to while having a flag team that can surive yet at the same time present a threat to make kills and take advantage of occasions where the other team is forced to commit people to the base.
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Old Nov 22, 2006, 01:34 AM // 01:34   #9
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Well with 2 Warriors at the stand you could easily pull off spikes and have a lot of pressure. You could put Signet of Return on the Paragon and stick a Gale on the Mesmer for spikes, although the 15 seconds recharge is a bit risky if they get Shocked or whatever.
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Old Nov 22, 2006, 05:38 AM // 05:38   #10
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I would stick an Infuse on the Zealous Benediction Monk. Infuse, then ZB self for free heal to self.
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Old Nov 23, 2006, 04:58 PM // 16:58   #11
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Quote:
Originally Posted by Phoenix Arrows
I would stick an Infuse on the Zealous Benediction Monk. Infuse, then ZB self for free heal to self.
Not entirly true they have to be below 50% to get the free heal. Infuse will only take you from 100% to 50%. Meaning you will not get the free heal. Though equiping a vamp weapon well infusing will. The constant degen on the vamp will alow the free heal from ZB to trigger after you infuse. Now you wont use this when you dont expect to infuse alot......
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Old Nov 23, 2006, 10:29 PM // 22:29   #12
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My thoughts:

1. Change all runes to minor unless you need a 15 breakpoint on something, it just seems like you're trying to split a difference between the meta-defining korean style and the old american style of play. ESPECIALLY on your runner and monks, and mesmer...those majors are doing nothing but stealing health from them.

2. If you're spiking, drop mantra of recovery for e surge and add spiritual pain, both are amazing, especially at vod. I think the mesmer with diversion is fine; while generally speaking hexes needed to have more things to make them stick, a good mesmer with diversion is going to do a lot for your team, especially since the meta is so spam heavy (paragons and searing flames eles come to mind immediately, and slapping it on a monk during a spike is always pretty nasty). Diversion is the one of the only hexes where it doesn't matter if it sticks, because it doesn't need to, it just needs to shut someone down.

You definetly need to drop remove hex for draw conditions since you have such a phsyical heavy team.

Mending refrain is, for the most part, garbage. add aria of zeal imo.

On paper, besides the flaws I saw, it looks like a reasonably solid build.
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Old Nov 24, 2006, 01:13 AM // 01:13   #13
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Shadow Prison {E}
Dismember
Critical Chop
Eviscerate
Protectors Strike
Frenzy
Rush
Res Sig

I wish I could use two elites!
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Old Nov 24, 2006, 07:06 AM // 07:06   #14
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Quote:
Originally Posted by Teutonic Paladin
Shadow Prison {E}
Dismember
Critical Chop
Eviscerate
Protectors Strike
Frenzy
Rush
Res Sig

I wish I could use two elites!
If u had read the post u would have knows the op already stated that that should have been executioners.
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Old Nov 24, 2006, 05:11 PM // 17:11   #15
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^ thank you

And for some wierd reason when I go into edit mode it shows it as changed to executioners but when I save, it still shows up as eviscerate
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Old Nov 25, 2006, 04:27 PM // 16:27   #16
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Well basicly the gank YAA is the same as mine. I was gonna post in standard gvg builds but ill post it here first.



1. Shadow Walk
2. YAA
3. Sever Artery
4. Gash
5. Final Thrust
6. Dash
7. Signet Of Malice
8. Healing Signet

10 Strength 9+1
16 Swordsmanship 12+3+1
10 Tactics 9+1

Weapons - Vamp, Zealous, Elemental, and Sundering
Shield - Exalted Aegise (What I would use I dont gvg)
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