Oct 12, 2006, 09:42 AM // 09:42
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#1
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Frost Gate Guardian
Join Date: Mar 2006
Location: Stockholm ---> Sweden
Profession: Me/
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rate my TA condition pressure build
This is my first atempt on a TA build so plz.. gve me some advice if it need changes. it works pretty good in TA when i hav played it so.
http://www.gwshack.us/61558
thx guys
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Oct 12, 2006, 11:05 AM // 11:05
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#2
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Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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[TA] used to run a build similar to this.
My suggestions would be:
Replace the Hammer guy with a Shock Axe running:
16 Axe
12 Strength
6 Air Magic
1. Eviscerate [Elite] (Axe Mastery)
2. Executioner's Strike (Axe Mastery)
3. Bull's Strike (Strength)
4. Rush (Strength)
5. Frenzy (Non-Attributed)
6. Shock (Air Magic)
7. Disrupting Chop (Axe Mastery)
8. Resurrection Signet (Non-Attributed)
The reason being is this guy is far more suited to the style of this build. Your guy is nice, but I wouldn't run him in this build because he is lacking alot of disruption. Oh, and in TA, Rush > Sprint almost 100% of the time. Plus you won't really need Healing Signet, and against any team were you really would want it, it's just going to get Distracting Shotted or even Complicated.
For the Monk:
I'd run somthing more like this.
11+1+3(1) Divine Favor
10+1 Healing Prayers
2+1 Smiting Prayers
4+1 Protection Prayers
9 Shadow Arts
1. Blessed Light (Divine Favor)
2. Healing Touch (Healing Prayers)
3. Gift of Health (Healing Prayers)
4. Signet of Devotion (Divine Favor)
5. Draw Conditions (Protection Prayers)
6. Smite Hex (Smiting Prayers)
7. Return (Shadow Arts)
8. Dark Escape (Shadow Arts)
However, rescently I've been running Deny Hexes in place of Smite Hex on that guy. It seems to work out much better, as you'll just about always remove at least one, if not two hexes. Plus it has a shorter recharge.
The reason I'd change to this guy is because Protective Spirit is really not that good in TA. The amout of damage it will mitigate is very low compared to that it will in GvG. Plus there's synergy issues running it with Tranquility and Nature's Renewal. The same goes with RoF, it's an amazing skill, but it doesn't go amazingly well with NR, especialy when you put Tranq in there too. That and your attributes could really go into other areas and do more. As for running Draw over Mend Ailment, it's an amazing skill to keep your attack based guys clean, because otherwise stuff like Blind is going to screw you. You won't really run into many problems either, because in the case where you need to remove somthing from yourself, odds are you need the heal from Blessed Light anyway. I've run the bar listed in at least 400 games in Team Arenas, and never had an issue, except for when I was running it in sucky PUGs...
For the Oath guy: I'd really drop Tranquility. It's a good skill and all, but it's only worth it when it's actualy going to be doing somthing. Considering how light the Team Arenas metagame is on enchantments that it would actualy have a descent effect on, there's just no point in bringing it. When people first started running NR they took Tranquility because at least 30% of teams were dual smite. No one really runs that in TA anymore, and even if someone does, with NR and descent people on your Warrior and Melandru's Ranger there's no reason you should loose to them, ever. I'd replace it with Throw Dirt, since that synergizes very well with Oath Shot.
I'd also run 16 expertise on this guy. If you're going to run any Marksmanship, just run 9. Other than that, jack up your Wilderness Survival as much as you can, infact, I've run a Superior Expertise and a Superior or Major Wilderness Survival runes in NR teams alot, and never had any issue. You just have to make sure that if they're a caster spike that your Ranger and Warrior can manage to hit 2s casts, and your Monk isn't retarded(if they can't, replace them).
For the Melandru's guy:
I'd drop Whirling Defense in favor of Distortion. Distortion is just so much better on this guy. I'd also get rid of Throw Dirt, and replace it with somthing like Pin Down. Depending on your preferences you could also drop Dual Shot for somthing else, for example a second Barbed Trap, or an Inspired Hex.
As for the attribs, I suggest somthing like:
3 Illusion Magic
12+1 Expertise
9+2 Wilderness Survival
9+2+1 Marksmanship.
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Oct 12, 2006, 12:56 PM // 12:56
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#3
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Frost Gate Guardian
Join Date: Mar 2006
Location: Stockholm ---> Sweden
Profession: Me/
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thx man its that will help allot i hope
the warrior was w´hat i used at the start, but i wanted to try with hammer and i think it worked verry well...
the monk looks good but i dont like to use a superior rune on the monk... it is good some times but helps allot to keep him alive imo.. and why should i bring healing toutch? it's good self heal sure but 1 less skill to heal the other guys with though....
1 thing that i dont geet why 9 in shadow i think thats almost to mutch...
i liked the changes on the rangers... i think i will remove nr and tranq and put some other of the skills u said... and let the oath just consentrate to spread poison and make traps.
and for the meldure guy i think its good changes but dual shot is really good to spike with... helps allot to spike down the enemy monks...
but i think i will replace throw dirt with barbed trap...
thx for the help anyway.. hopfully it will work even better now :P
Last edited by Blomman; Oct 12, 2006 at 01:01 PM // 13:01..
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Oct 12, 2006, 08:29 PM // 20:29
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#4
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Furnace Stoker
Join Date: Sep 2005
Guild: Thousend Tigers Apund Ur Head [Ttgr]
Profession: A/
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@Zui - 14 ET is the breakpoint for 10e skills, you might want to knock one out of marksmanship.
Last edited by Skuld; Oct 12, 2006 at 08:33 PM // 20:33..
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Oct 12, 2006, 08:48 PM // 20:48
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#5
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Forge Runner
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I agree with Zui. However, I suggest that you use distracting shot over throw dirt, as distracting shot is just such an amazing skill, especially when you can oath shot it to use it ever more. Especially in NR builds, the more interrupts the better.
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Oct 13, 2006, 03:38 AM // 03:38
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#6
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Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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Quote:
Originally Posted by Skuld
@Zui - 14 ET is the breakpoint for 10e skills, you might want to knock one out of marksmanship.
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I know. :P However, running the guy I suggested with those attribute points, you don't really run into any energy issues. So you're basicly judging the 1 additional damage on Distracting Shot against higher damage from every arrow, and an increased chance for your attacks to crit.
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