Nov 08, 2006, 05:31 AM // 05:31
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#1
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The Hotshot
Join Date: May 2006
Location: Honolulu
Guild: International District [id多]
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Draft of 3-War 2-Dom Adrenspike
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Nov 08, 2006, 08:03 AM // 08:03
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#2
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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At last someone's discovered the goodness that's Decapitate + Critical. However, why Enraging Charge - losing your run buff after your first hit would provide the enemy monk sufficient time to heal before you hit the second time, assuming your chain is Exec-Decap-Crit. You could use Frenzy, if your Axe changes from 15/-5e to 15>50% for Crit Chop to +5 for Sprint. If not, they'd have a problem with Frenzy.
Why Flail?
From looking at your Galedom, I think your job in a spike would be to BO/Gale the opposing monks. In that case, I don't think you would need Surge - personally I would put utility in there, perhaps Expel.
Why the Spiritual Pain on your Draw dom? You already have Energy Surge and Energy Burn.
Alternatively, I think you could try putting Surge on your Gale Dom, and put Blackout on the Draw dom and put utility - something like Divert Hexes at 4 Healing - in the Elite slot.
Why Channeling?
I haven't seen Divert Hexes being used enough to make a judgement on it.
All of this is in my opinion.
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Nov 08, 2006, 10:18 AM // 10:18
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#3
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Krytan Explorer
Join Date: Feb 2006
Guild: Venatio Illuminata [VEIL]
Profession: Me/N
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Honestly, Divert Hexes as a Monk Elite is pretty risky, in my opinion. If you're up against a hexless team, then you've got a wasted Elite. It's a lot less noticeable on a Mesmer, who doesn't require an Elite to function well.
Spiritual Pain is amazing for spikes. 100 armour ignoring damage coming out in .6 of a second? Thank you!
All in all, pretty balanced. The only thing I have a thing against is the Divert Hexes.
Oh, and Frenzy is much better for adrenaline building, and even spiking, because you don't need an extra hit to get that adrenaline lost from Flail.
@Lightning:
Personally I wouldn't put Expel on someone with Blackout, you might miss key hexes now and then.
Last edited by Dragannia; Nov 08, 2006 at 10:46 AM // 10:46..
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Nov 08, 2006, 11:08 AM // 11:08
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#4
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Wilds Pathfinder
Join Date: May 2006
Location: Aussie Trolling Crew - Diplomatic Embassy
Guild: I Have Three Pennies [Pnny] - forever in my heart <3
Profession: R/
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I would be half tempted to say put Mantra of Recovery on your second mesmer (the one with draw) and build around that, because Mantra of Recovery is just tasty with an adrenospike.
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Nov 08, 2006, 11:24 AM // 11:24
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#5
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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Quote:
Originally Posted by Dragannia
Honestly, Divert Hexes as a Monk Elite is pretty risky, in my opinion. If you're up against a hexless team, then you've got a wasted Elite. It's a lot less noticeable on a Mesmer, who doesn't require an Elite to function well.
Spiritual Pain is amazing for spikes. 100 armour ignoring damage coming out in .6 of a second? Thank you!
@Lightning:
Personally I wouldn't put Expel on someone with Blackout, you might miss key hexes now and then.
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I'm not sure about how it is on a monk. It is pretty risky, but I'm not sure if its effectiveness in certain situations pays off. Probably not though. Divert Hexes at 4 Prot is tasty on a Dom though.
Spiritual Pain has that 30 recharge that I don't like. Also, I'd prefer to bring either Energy Burn or Spiritual Pain, not both.
Point taken about Expel. Perhaps GoR? Or MoRecovery?
Also, I usually don't have a really desperate situation where I really want Expel (i.e. my team is going to die without it) but can't use it due to Blackout. There were some times where I wanted it though.
Last edited by LightningHell; Nov 08, 2006 at 11:29 AM // 11:29..
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Nov 08, 2006, 08:40 PM // 20:40
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#6
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Forge Runner
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The only thing I really disagree with is Flial. I would put Burst of Agression on #1 (amazing synergy with decapitate) and Frenzy on the other 2.
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Nov 09, 2006, 01:05 AM // 01:05
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#7
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Academy Page
Join Date: Feb 2006
Location: Canada
Guild: My Lil Pwnies [Nay] is recruiting PM for info
Profession: Mo/
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Ok maybe I'm just not getting it - decapitate drains all your energy - do you weapon switch to a +5 energy weapon for critical chop?
As for divert - we've been toying around with something similar - truthfully I think it's too situational compared to B-Light.
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Nov 09, 2006, 02:44 AM // 02:44
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#8
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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Quote:
Originally Posted by Parkerbsb
Ok maybe I'm just not getting it - decapitate drains all your energy - do you weapon switch to a +5 energy weapon for critical chop?
As for divert - we've been toying around with something similar - truthfully I think it's too situational compared to B-Light.
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I'd think he'd go on a 15/-5e, switch to 15>50, and have a +5 backup. He'd really need that +5 backup if he uses Frenzy.
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Nov 09, 2006, 03:16 AM // 03:16
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#9
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Lion's Arch Merchant
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You have literally zero defense. I've played with builds very similar to these, and if you want three warriors to work, make on a linebacker, or a sandy grip dervish. Those characters can be used offensivly in a push, but also give some sembilance of defense to your group. Make your hammer a linebacker, make your evis into a sword(better solo ability, and lets you do something if you need a heal party at the stand, give your gale spiritual pain instead of burn, and make your decapitate a Deaths charge BB guy, or a SP axe guy. Spike with the axe/hammer and mesmers, pressure them out otherwise.
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Nov 09, 2006, 09:42 PM // 21:42
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#10
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Wilds Pathfinder
Join Date: Mar 2006
Location: NY
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Agree with pretty much everything above..but you have 2 dom mesmers and not one copy of diversion. -.-
The damage is certainly there, maybe take out eburn on the hardresser for diversion, imo.
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Nov 10, 2006, 04:24 AM // 04:24
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#11
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Academy Page
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and if the other team send you 2 players ( lot gvg guilds are doing it atm) into your base to clean npc`s and stop your flag runner, what are u gonna do ?
u got lot dmg at this build, a cordinate spike, almost sure you gonna kill the poor guy, but, at gvg, tactics play a major role, and your build seems pretty week if the other guys decide they wont play 8 vs 8 the match.
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Nov 20, 2006, 06:57 PM // 18:57
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#12
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Lion's Arch Merchant
Join Date: Dec 2005
Location: SF, CA
Profession: W/
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Actually, if I weren't to look at the monk builds, I would say -not- playing 8v8 here would be more beneficial (given if a diversion or two was added to the build).
He definitily has the damage there ( hell, 2 wars with 1 shatter is enough most of the time) but needs a bit more defense..
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Nov 20, 2006, 08:10 PM // 20:10
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#13
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Forge Runner
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After playing around a bit, I can say Divert+RC is the way to go if you don't plan on splitting (which you don't because you want to spike). Also, since you've already got Evis AND decapitate applying a deep wound, you might as well take out crushing blow for something more damaging (i.e. mighty blow)
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Nov 20, 2006, 09:11 PM // 21:11
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#14
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Wilds Pathfinder
Join Date: Dec 2005
Guild: [Rage]
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Quote:
Originally Posted by LightningHell
I'd think he'd go on a 15/-5e, switch to 15>50, and have a +5 backup. He'd really need that +5 backup if he uses Frenzy.
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Add the - Energy Earth scroll from PvE for even more safe
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