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Old Sep 28, 2006, 01:53 AM // 01:53   #1
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Default Heavy Split

http://gwshack.us/53584

My guild has been running this all season, and although we currently have a pathetic rating (thanks to some bad calls to play yesterday, with 4 members on cox), I think that it's really been a gem for us, having given us few legit losses, and our legit losses are usually graceful. With this we went up to 300 and stayed there for a while, and this weekend I hope to push back up there.

Anyway, enough of my excuses, I'd like to know what you think of this build and what needs changing. The basis is the top three chars go base ganking, while the monks, coward sin and shock sit at the stand and try pressure them out, which is really more of a hope then a goal, usually they don't get many kills unless the opponant sends a monk back.The sin runs the inital flag, he also switches between bonetties and Shadow of Haste, both have been good. Anyway, once VoD rolls around, the coward sin looks at people funny, and then they die. Unsuspecting does near 140 damage, I've been told.

The gank team has the ranger go straight for a knight, unless the second flag runner is there, in which case we all gang beat him. I usually play sin, and the war gales, once the target is up I shock, and then he gales again. This is a pretty frontloaded strategy, but it gets us moral boost much more often then not. We only do it on monks and flagrunners, though. The free slot on the sin is either WoTF (I was testing expose defenses when I made that GWshack, which is why the deadly is so high), disrupting stab, deaths charge, or whatever I feel like. More often then not WoTF. But yeah, if they send more then two people back, we just snare and run, and hope to powerplay them at the stand, maybe get a bit of DP on them, then run through and around to the base if at our home(druids), or go back to ganking later.

What we've been thinking of is a change of the CS to a Me/A, with cripanguish, and mo/a's instead of mo/me's. But yeah, tell me what you think, tell me if the execution is off, or tell me "Basra, a 3/5 split just doesn't work as a build idea". Thanks.
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Old Sep 28, 2006, 02:46 AM // 02:46   #2
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Looks pretty solid, but of course there is always room for improvment.

In my opinion, since the sword warrior is ganking it is more advantageous to bring plauge touch instead of gale(?). Most of the time your opponent will send a blinding flash spammer back, and being that you have no condition removal your sword warrior will be pretty useless. Crip shot looks good except for the 8 in illusion, that can be used somewhere else. -3 energy works fine for distortion on a crip shot. For the shock sin drop siphon speed and bring the standard AoD chain with shock. Axe warrior looks decent enough, I'm guessing you don't have a heal sig on him because there's 2 monks at the flag stand. The "dp sin" looks fine. In this situation I would probaly go with mo/a because you have next to no defense at the flag stand. Need some way for damage migitation. The only skill I would remove on the flagger would be Ice spikes in exchange for healing breeze. Just personal preference, flagger needs some sort of self heal at one time or another.

If I were you I would just go hard 4-4 split or a 2-6. Really kind of useless to have 2 monks at the flag stand.
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Old Sep 29, 2006, 11:21 AM // 11:21   #3
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I don't think -3 on a crip shot is ever ok actually, I'm way over the other side of the arguement, but if you want the char to be able to split off, having 8 in ill is by no means a bad call at all...

I'd love to be able to see the build basra, it isn't loading for me though, could you re host it?
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Old Sep 29, 2006, 02:30 PM // 14:30   #4
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This build is noob.

hehe jk <3 playing the shock war. Your sin's gotta have a clue what he's doing, luckily die's pretty good at sin.

To me, this build is quite the gem. It's a build that can make it very easy to steamroll noobs, mainly because after a certain amount of time all/most of the NPC's should be gone. So it makes it very easy to push push push into their base. And vs a good guild, this works because it's also a very strong build in VoD.

The main thing I really like about this (besides having blob monk haha) is that it's different from a lot of gank builds, because it's also very strong 8v8, as well as when it splits.

It's a shame we don't have the high rank atm to prove how good this build is.
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Old Oct 01, 2006, 04:23 AM // 04:23   #5
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I think it looks great. Someone mentioned plague touch, but you could probably get around that, seeing as a flashbot would be hard pressed to keep all 3 gankers blind, especially with the KD chain.

The axe warrior having 11 tactics with no heal sig I'm guessing is just a gwShack error. The sword warrior I think should have more in tactics, it doesn't need much in strength, and tactics will help heal sig and charge. Alternatively, you could switch charge to empathetic removal, and have sprint where gale was, which would go a long way towards keeping your split clean of hexes and conditions. This does mean you lose the ranged KD, ability to chain KD and the group speed buff, so it probably isn't worth it.

You mentioned Mo/A, and I think that having at least 1 would definately be a good idea. More mobility is always a good thing for a split team, and as someone said, you don't have any damage mitigation at the stand.

Siphon Speed on the gank Assasin fits in well with the build. Have you tested recall in the free slot? As your home is Druid's it could be effective, having this character able to move from the stand to gank on demand. While it loses a lot of strength on most other maps, it could add a lot of mobility to the split.

I like the 3/5 split, it's awkward to split against, and unless they have a lot of warrior hate, they will probably be lacking at one end.
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Old Oct 01, 2006, 03:56 PM // 15:56   #6
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Warrior's cunning 60sec recharge ftl.
Distracting blow>Disrupting chop. It has a fast activation time, plus you gain the risk of an AoE interrupt.
Also, I think blinding flash isn't really worth it at 8 air magic and without a cover condition. Better take armor of mist instead.
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Old Oct 01, 2006, 04:38 PM // 16:38   #7
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Yeah, I switched WarriorsC out for Bulls Strike. The Idea was to make him as energy lite as possible, so you don't get as punished by Gale "spam", but bulls strike is just such pwnsauce.

The hybrid is a bit of a personal spin, but nothing out of the ordinary. Most would say I have too much air, and few flaggers take a cover condition.

We also changed BB to Dev, just because the match is already at VoD by the time it's charged.

The reason for this edit is that our two damage deals at the stand weren't able to REALLY punish the opposition for sending people back. Now if the make the mistake of sending a monk back, we can knocklock a monk for 12 seconds, if needed, and if they send a warrior back we can be really agressive if they slip a flagger through. This version also has alot more cohesion between the stand and the gank groups, and can meld together without being too gimped.
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Old Oct 02, 2006, 04:36 AM // 04:36   #8
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Quote:
Originally Posted by DieInBasra

We also changed BB to Dev, just because the match is already at VoD by the time it's charged.
Makes me remember the old meta with 2 blind bots and 1 mes with blackout. Blind on 1... Blind on 1.... Blind on 1.... Blind on 1..... Blind on 1........ Blind on 1....... Ok full adren, were gonna spike this guy in 3.2..... RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO I just got blacked out.
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Old Oct 02, 2006, 07:58 AM // 07:58   #9
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I've been seeing alot of builds this season with Wards, Dual Blindbots, Aegis chaining, or any combination of the 3 mentioned, which halts any kind of consistent pressure from melees, at least that's what was roadblocking my guilds offense when we ran a similar build with 2 Wars, 1 Sin, and a Crip Shot.
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Old Oct 02, 2006, 01:52 PM // 13:52   #10
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I like the smiter instead of the cripshot, and smiting off an assassin is a very good idea, i see utilized in HA however i have not seen it as much in GvG.


I would certainly love to try this build with my guild one day.
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Old Oct 04, 2006, 03:26 AM // 03:26   #11
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A Mesmer would actually work better instead of the Cripshot, since you barely have enough Condition/Hex removals.

Something like this with the mesmer should work:
Energy Surge
Blackout
Diversion
Distortion
Drain Enchantment
Remove Hex
Draw Conditions
Ressurection Chant

Also you can remove Mend Condition off the monks for Mend Aliment, more flexibility that way so they won't be screwed if your somehow splitting.
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Old Oct 06, 2006, 02:38 PM // 14:38   #12
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You need a hard res.
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Old Oct 06, 2006, 03:09 PM // 15:09   #13
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What do you mean need a hard res? Rezzing is not a problem with this build.
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Old Oct 06, 2006, 04:00 PM // 16:00   #14
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A hard res is a non-Res Sig ressurect, usually Ressurection Chant (before Factions it was Ressurect). It's usually on a Mesmer for Fast Casting, but in your case you might wanna put in on the smiter. It's to deal with when you run out of Res Sigs and don't get a Morale Boost.
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Old Oct 06, 2006, 04:13 PM // 16:13   #15
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Quote:
Originally Posted by Dragannia
A hard res is a non-Res Sig ressurect, usually Ressurection Chant (before Factions it was Ressurect). It's usually on a Mesmer for Fast Casting, but in your case you might wanna put in on the smiter. It's to deal with when you run out of Res Sigs and don't get a Morale Boost.
hehe here's the thing, I didn't look at the link so I didn't know it didn't have rez chant on there. But trust me, we always bring it.

Miscommunication ftl
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Old Oct 06, 2006, 08:11 PM // 20:11   #16
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Actually we dont have a hard rez. It's a gamble, but in pretty much all of our games we've gotten constant morale boosts. Thier flag runner is killed/delayed greatly early on, and only through double flagging will they get it back up, and that would be sacrificeing another character from the stand. The place where we'd need it is holed up in our base, when people have 60, and honestly, they're much more likely to be 60'd halfway across the map then by our base.

Besides, where would you put it? There are only three places, and all of them except one need to be resigs, or are better as resig. The flagger could carry it, and that something to think about, but I don't feel we need it.
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Old Oct 07, 2006, 02:45 AM // 02:45   #17
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Quote:
Originally Posted by DieInBasra
Actually we dont have a hard rez. It's a gamble, but in pretty much all of our games we've gotten constant morale boosts. Thier flag runner is killed/delayed greatly early on, and only through double flagging will they get it back up, and that would be sacrificeing another character from the stand. The place where we'd need it is holed up in our base, when people have 60, and honestly, they're much more likely to be 60'd halfway across the map then by our base.

Besides, where would you put it? There are only three places, and all of them except one need to be resigs, or are better as resig. The flagger could carry it, and that something to think about, but I don't feel we need it.
Yeah we used to though, forgot about the change up.
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