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Old Oct 09, 2006, 11:10 AM // 11:10   #1
Wilds Pathfinder
 
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Guild: Portrayors of Valour [pV]
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E/Mo

Lightning Orb
Lightning Strike
Blinding Flash
Gale
Ether Prodigy {E}
Heal Party
Heal Other
Ressurection Signet

E/Mo

Lightning Orb
Lightning Strike
Blinding Flash
Ward of Stability
Ether Prodigy {E}
Extinguish
Ward Against Foes
Ressurection Signet

W/E

Frenzy
Sprint
Eviscerate {E}
Executioner's Strike
"To The Limit!"
Shock
"Shield's Up!"
Ressurection Signet

Mo/Me

Gift of Health
Reversal of Fortune
Restore Condition {E}
Protective Spirit
Inspired Hex
Signet of Devotion
Drain Enchantment
Channeling

Mo/Me

Spirit Bond
Reversal of Fortune
Guardian
Mend Condition
Channeling
Energy Drain {E}
Inspired Hex
Divine Boon

Me/N

Psychic Distraction {E}
Blackout
Energy Burn
Diversion
Shame
Shatter Enchantment
Drain Enchantment
Ressurection Signet


This build was designed to counter Dual Smite and Ranger Degen teams, but can be effectively used to shutdown others relying on physical damage (which seems to be quite a lot of teams in HA these days).

It most likely will die to hex teams, as our other guild team that was playing at the time showed us first hand.

Last edited by Kabale; Oct 19, 2006 at 08:58 AM // 08:58..
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Old Oct 09, 2006, 02:44 PM // 14:44   #2
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Do you coordinate a mini spike ever? Adren + eles? I would assume you would try.

This seems to be really defensive...should be a good holding build.

And why did you choose to leave out ward of meele?
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Old Oct 09, 2006, 04:16 PM // 16:16   #3
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It is a spike, yes. No melee as there shouldn't be anyone hitting in melee much (in 1v1 at least). If I had another slot, I'd get melee
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Old Oct 09, 2006, 04:31 PM // 16:31   #4
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With all the melee builds going around [Dual Smite, Rspike, ViM] this build's pretty good. One problem though - Is it enough damage to take down a team with a 3 monk backline?
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Old Oct 09, 2006, 04:40 PM // 16:40   #5
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Quote:
Originally Posted by Arkantos
With all the melee builds going around [Dual Smite, Rspike, ViM] this build's pretty good. One problem though - Is it enough damage to take down a team with a 3 monk backline?
yea ofcourse,
1. See who's the infuser
2. Build up adrealine
3. the warrior does a SOLO spike (on the rc or woh but not the infuser)
4. the ele's and mesmer should spike 1 sec after the warrior (just after the infuse so he's on 50% of his health)
5. there is no 5... the monk is dead
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Old Oct 09, 2006, 07:01 PM // 19:01   #6
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Nah it's not that complicated. If we can't kill for some reason, we just gale the other.
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Old Oct 09, 2006, 11:00 PM // 23:00   #7
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Looks good.

On the PD mesmer I'd probably try to fit Channeling on him, so that he can interupt Ghostlies without draining his energy too bad. Not sure what I'd take out though...

If you really have trouble with hex teams it shouldn't be too hard to fit a Purge Signet or Convert Hexes onto one of the eles.
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Old Oct 10, 2006, 08:44 AM // 08:44   #8
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Woops. We do have Channeling on the Mes, think we dropped eburn for it.

In general, bad hex teams aren't a problem, the ele with HP just sits back and keeps the team up ,but yeah good hex teams will chew this up. Once more of them are around (probably meaning less rangers), the build will have to change 2-3 skills to deal with it (i.e. Blessed Light, Convert, etc.).
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Old Oct 10, 2006, 02:28 PM // 14:28   #9
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Quote:
Originally Posted by Kabale
Woops. We do have Channeling on the Mes, think we dropped eburn for it.

In general, bad hex teams aren't a problem, the ele with HP just sits back and keeps the team up ,but yeah good hex teams will chew this up. Once more of them are around (probably meaning less rangers), the build will have to change 2-3 skills to deal with it (i.e. Blessed Light, Convert, etc.).
I would have dropped Shame over eburn tbh. But hey, you're in iA and I'm not.
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Old Oct 10, 2006, 03:33 PM // 15:33   #10
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The thing about Shame is that, although arguably it'll drain less energy than eburn (and bearing in mind we're not really trying to edeny), it gets rid of a hefty amount when he needs it the most - i.e. when we are spiking the other monk. Put shame on one, spike the other, move on to the other monk... It's good pressure for dp'ing out monks.

I don't have much mesmer experience, but it seems to be ok. There are flaws in the build as I put this together pretty quickly - but the general idea behind it seems to work.

Thanks for the feedback
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Old Oct 10, 2006, 05:33 PM // 17:33   #11
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Shame/Diversion/Blackout is nice on monk spikes. Just shut down the other monk and spike the other one, and then just chain down the monks.
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Old Oct 10, 2006, 06:24 PM // 18:24   #12
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so...how do you prevent the ghost from capping? ward of stability>gale.
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Old Oct 10, 2006, 06:42 PM // 18:42   #13
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Quote:
so...how do you prevent the ghost from capping? ward of stability>gale.
There's 1 PD which is usually enough. Considering most teams have plenty of interrupts, and we can check the teams to see if they're likely to have stability, there's not much problem. Also, the build is mainly about recapping and not holding.
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Old Oct 17, 2006, 10:04 PM // 22:04   #14
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Tried this build. Worked reasonably well. The key problem we had is that the spike damage isn't that hard so a little disruption basically takes it down. A team geared up with warrior hate also makes it hard to force kills since it becomes trickier to reliably get the DW through. Here's my as-yet-untested tweaked version.

Changes from original post:
* Added attributes.
* Switched Blackout + Shame for PP/SD (really hated to lose Blackout but it seemed like it had to go to make room). Didn't seem to be enough pressure to run the opposing monks out of energy so Shame wasn't great. Mesmer alternates Diversion + Shatter / PP + SD on spikes.


HA Shock Axeman

Warrior/Elementalist
Level: 20

Strength: 10 (9+1)
Axe Mastery: 16 (12+4)
Tactics: 10 (9+1)
Air Magic: 3

Eviscerate [Elite] (Axe Mastery)
Executioner's Strike (Axe Mastery)
Frenzy (Warrior other)
Sprint (Strength)
"To The Limit!" (Tactics)
Shock (Air Magic)
"Shields Up!" (Tactics)
Resurrection Signet ()


HA BlindBot Healer

Elementalist/Monk
Level: 20

Energy Storage: 9 (8+1)
Air Magic: 16 (12+4)
Healing Prayers: 10

Blinding Flash (Air Magic)
Lightning Orb (Air Magic)
Lightning Strike (Air Magic)
Gale (Air Magic)
Ether Prodigy [Elite] (Energy Storage)
Heal Other (Healing Prayers)
Heal Party (Healing Prayers)
Resurrection Signet ()


HA BlindBot Warder

Elementalist/Monk
Level: 20

Energy Storage: 9 (8+1)
Earth Magic: 11 (10+1)
Air Magic: 16 (12+4)
Protection Prayers: 2

Blinding Flash (Air Magic)
Lightning Orb (Air Magic)
Lightning Strike (Air Magic)
Ether Prodigy [Elite] (Energy Storage)
Ward of Stability (Earth Magic)
Ward Against Foes (Earth Magic)
Extinguish (Protection Prayers)
Resurrection Signet ()


HA PD Mesmer

Mesmer/Monk
Level: 20

Fast Casting: 9 (8+1)
Domination Magic: 14 (12+2)
Inspiration Magic: 10 (9+1)
Illusion Magic: 6 (5+1)

Psychic Distraction [Elite] (Domination Magic)
Phantom Pain (Illusion Magic)
Shatter Delusions (Domination Magic)
Diversion (Domination Magic)
Channeling (Inspiration Magic)
Shatter Enchantment (Domination Magic)
Drain Enchantment (Inspiration Magic)
Resurrection Signet ()


HA Boon Prot

Monk/Mesmer
Level: 20

Divine Favor: 14 (12+2)
Protection Prayers: 10 (9+1)
Inspiration Magic: 9

Guardian (Protection Prayers)
Channeling (Inspiration Magic)
Mend Condition (Protection Prayers)
Reversal of Fortune (Protection Prayers)
Spirit Bond (Protection Prayers)
Inspired Hex (Inspiration Magic)
Energy Drain [Elite] (Inspiration Magic)
Divine Boon (Divine Favor)


HA RC Monk

Monk/Mesmer
Level: 20

Divine Favor: 11 (9+2)
Healing Prayers: 10 (9+1)
Protection Prayers: 10 (9+1)
Inspiration Magic: 9

Gift of Health (Healing Prayers)
Protective Spirit (Protection Prayers)
Reversal of Fortune (Protection Prayers)
Signet of Devotion (Divine Favor)
Inspired Hex (Inspiration Magic)
Drain Enchantment (Inspiration Magic)
Restore Condition [Elite] (Protection Prayers)
Channeling (Inspiration Magic)
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Old Oct 18, 2006, 01:09 AM // 01:09   #15
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I really don't like PP/SD on that mesmer. You have a Warrior providing the Deep Wound. If he's missing, interupt the WaM or remove the hexes. I think the mesmer would be better off with Blackout and Energy Burn. Blackout can mean that even a bad spike will go through.
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Old Oct 18, 2006, 07:57 AM // 07:57   #16
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Quote:
Originally Posted by Vindexus
I really don't like PP/SD on that mesmer. You have a Warrior providing the Deep Wound. If he's missing, interupt the WaM or remove the hexes. I think the mesmer would be better off with Blackout and Energy Burn. Blackout can mean that even a bad spike will go through.
PP/SD is used so the ele+ Mes can spike a different target while the warrior Feins a spike on a different target
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Old Oct 18, 2006, 08:52 AM // 08:52   #17
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gale is your friend for spikes, you're making this way to complicated.
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Old Oct 18, 2006, 05:58 PM // 17:58   #18
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Quote:
Originally Posted by Vindexus
I really don't like PP/SD on that mesmer. You have a Warrior providing the Deep Wound. If he's missing, interupt the WaM or remove the hexes. I think the mesmer would be better off with Blackout and Energy Burn. Blackout can mean that even a bad spike will go through.
I think you may well be right, but I'm going to try PP/SD first. Remember that you don't have heavy interrupts in the build. If you have to interrupt WaM or similar stuff then the mesmer's going to have to do it and that probably means they'll have to be in PD mode most of the time. On top of that, you only have 1 warrior so all their melee hate goes on him and keeping him 100% clean isn't always going to be possible.
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