Jun 13, 2006, 12:06 PM // 12:06
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#21
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Wilds Pathfinder
Join Date: Jun 2005
Location: UK
Guild: Portrayors of Valour [pV]
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Holy Veil sounds good. You could possibly even help out your teammates by maintaining a Veil on them. Veil on a warrior will slow down their shutdown considerably.
But then again, Smite Hex is incredible on spikes.
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Jun 14, 2006, 08:47 AM // 08:47
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#22
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Desert Nomad
Join Date: Mar 2005
Location: UK
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Quote:
Originally Posted by JR-
Agreed, a cover would be nice. I really don't think Boon is the most efficient though. If your smiters have so much energy that they can happily be down a pip and still do their job, then something is wrong. Why weren't they using that pip to begin with? Energy efficiency isn't just about saving energy, but not wasting it either.
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Well I don't run AOE smiter myself, but I would assume that if you are smiting off of one target you just are going to be pooling energy. Once the skills are up there is little that costs much. Smite hex is 5, JI is 5 if you use it... Balth aura is a big 20 but thats pretty much the only thing that taxes the build.
AOE gets limited to skill slots for usage of energy straight off. rof, guardian, zealots, aoe, smite hex, res sig, balth aura are the basic standards and it doesnt tax too hard. Considering hex breaker against diversion that takes up the eight. You still need a cover otherwise its all going to waste against someone with half a brain. Frankly smite hex is the only thing that isnt essential, and if I need a good cover its boon v veil. Whether you need 60-70hp heal additional to what you already had or what would in effect be delayed hexing on you (you wouldn't want to drop veil often), well thats up to you.
Last edited by rii; Jun 14, 2006 at 08:51 AM // 08:51..
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Jun 18, 2006, 09:26 AM // 09:26
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#23
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Pre-Searing Cadet
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gd team i spose gd balance although i dnt fink the hammer warrior is dat gr8. it aint needed i was hitting in the 100s with my axe warior in my last gvg againts mesmers. And an axe warrior is alot quiker den a hammer 1 so overall there would b more dmg
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Jun 18, 2006, 04:10 PM // 16:10
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#24
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Wilds Pathfinder
Join Date: Mar 2005
Location: www.talkingtonoobs.com
Guild: Final Dynasty
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Quote:
Originally Posted by robinajk
gd team i spose gd balance although i dnt fink the hammer warrior is dat gr8. it aint needed i was hitting in the 100s with my axe warior in my last gvg againts mesmers. And an axe warrior is alot quiker den a hammer 1 so overall there would b more dmg
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What the f***?
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Jun 18, 2006, 04:43 PM // 16:43
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#25
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Forge Runner
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Quote:
Originally Posted by robinajk
gd team i spose gd balance although i dnt fink the hammer warrior is dat gr8. it aint needed i was hitting in the 100s with my axe warior in my last gvg againts mesmers. And an axe warrior is alot quiker den a hammer 1 so overall there would b more dmg
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Corrected version:
It's a good team, I suppose. There's good balance, but I don't think that the hammer warrior is that great. It isn't needed. I was hitting in the 100s with my axe warrior in my last GvG against their mesmers. An axe warrior is also a lot quicker than a hammer warrior. Therefore, the overall damage will be higher.
Learn2Type
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Jun 18, 2006, 08:43 PM // 20:43
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#26
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Jungle Guide
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Hmm... do you think Judge's Insight on the smiters would make a difference in damage output? If so, you could swap it out for Hex Breaker unless it is absolutely necessary.
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Jun 19, 2006, 01:31 AM // 01:31
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#27
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Wilds Pathfinder
Join Date: Mar 2005
Location: www.talkingtonoobs.com
Guild: Final Dynasty
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Quote:
Originally Posted by TheOneMephisto
Corrected version:
It's a good team, I suppose. There's good balance, but I don't think that the hammer warrior is that great. It isn't needed. I was hitting in the 100s with my axe warrior in my last GvG against their mesmers. An axe warrior is also a lot quicker than a hammer warrior. Therefore, the overall damage will be higher.
Learn2Type
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Ooooh, thank you.
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Jun 22, 2006, 10:28 AM // 10:28
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#28
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Wilds Pathfinder
Join Date: Jun 2005
Location: UK
Guild: Portrayors of Valour [pV]
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I would say you really need Hex Breaker, because the amount of skills you're spamming.. a mesmer with Diversion on his skillbar would be horrific not to use it on you.
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Jun 22, 2006, 10:55 AM // 10:55
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#29
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Academy Page
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Quote:
Originally Posted by Helll is for Heroes
smite doesnt really work in GvG.
People arent clumped enough like in HA for the AoE damage of the smites.
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Works for us. ;o)
We're running a successful triple smite.
(currently rank 14)
Last edited by alchohol; Jun 22, 2006 at 10:57 AM // 10:57..
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Jun 22, 2006, 02:38 PM // 14:38
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#30
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Pre-Searing Cadet
Join Date: Jun 2006
Guild: The Goonies
Profession: E/Mo
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Would running a heal monk (maybe a healing light monk) with Vigorous spirit be feasible? This would provide a little bit of cover for Zealot's Fire, as well as make the smiters a little harder to kill (this could also be applied to the warriors).
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Jun 25, 2006, 10:57 AM // 10:57
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#31
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Ascalonian Squire
Join Date: Jun 2006
Profession: W/
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I thought about switching out the water ele, because, as someone mentioned, they are the only hexes in the build, and are only fuel for inspired hex etc.
So I thought about switching him out, i dont quite know what to put in for him.
Maybe a Crip-Shot Ranger instead to snare people and to add degeneration.
He could also take the part of the runner if we need the blinding flash and the heal party at the stand.
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Aug 14, 2006, 02:41 PM // 14:41
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#32
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Ascalonian Squire
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I like to snare with Deep Freeze when running Smite. Its impossible to remove all the snares with Inspired Hex. You can also do a fake charge in this sitsuation.
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Aug 14, 2006, 03:15 PM // 15:15
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#33
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Re:tired
Join Date: Nov 2005
Profession: W/
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A decent Water Ele can watch for clumps, or people heading into clumps. Deep Freeze is ward area, so it really isn't hard to hit 6~ or so people on most maps. Ice Spikes requires a little more finesse, but is just as awesome. Frozen Burst is even more trickier to use effectively, being PBAoE, but the large amount of damage makes it attractive.
Having no other hexes does make it easier for the snares to be quickly cleaned up, and in a lot of cases is simply Inspired Hex fodder for the other team, but to be honest it's just too usefull. Deep Freeze on a retreating team can be game over depending on the situation.
I love Deep Freeze.
A lot.
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Aug 14, 2006, 04:02 PM // 16:02
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#34
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Jungle Guide
Join Date: Apr 2005
Guild: aFk
Profession: Me/Rt
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Quote:
Originally Posted by robinajk
gd team i spose gd balance although i dnt fink the hammer warrior is dat gr8. it aint needed i was hitting in the 100s with my axe warior in my last gvg againts mesmers. And an axe warrior is alot quiker den a hammer 1 so overall there would b more dmg
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I've read battle raps at the old FnlD forums that were easier to read and understand.
On the subject of Deep Freeze that spell is great. 10 second unconditional snare is a good offensive or defensive play if used correctly. If you can capitalize off it with your two Smiters and warriors it is very good.
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Sep 02, 2006, 09:18 PM // 21:18
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#35
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Ascalonian Squire
Join Date: May 2006
Profession: W/
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i was thinking of some possible variations to Dual Smite and here are some ideas:
-Drop the snare emo and replace it with an Expel Hexes trapper. Defensively, this would lower the team's vulnerablitity to hex heavy teams. Offensively, the trapper would provide alot of degen to put additional pressure on opposing monks, and provide snares through cripple. Then, Smite Hex becomes unnecessary, so it can be replaced with Channeling, for some extra e-manegement and a cover for ZF.
-Drop the two wars for two Thumpers. With help from snares, the Thumpers should surpass the wars in terms of dps.
-Swap the wars for two Bull's Charge sword wars with Plague Touch. I know this has been discussed before, but hear me out. It has been mentioned that spikes are a problem with sword wars, but you really shouldn't need to be coordinated spiking. With bleeding and deep wound, plus the smite damage, it should be no problem bringing anyone under 50% to finish them off with Final Thrust. BC provides another pressure outlet, and PT makes the wars effectie without monk backup.
-Replace the snare emo with a Tainted necro with Remove hex/Veil/Convert Hexes. Disease as yet another pressure outlet, and hex removal to make the same changes to smiting monks. Only problem here is Extinguish, and who doesn't run that now adays?
-Replace air runner with hybrid snare runner. That's become almost standard: flash/spikes/freeze/windborne/prodigy/extinguish/healparty/breeze. Then, when you have control at the stand and your runner is waiting around with another flag in hand, he can be snaring.
-I always like having one Blight monk for some more help with hex/condition heavy teams. It doesn't provide as much raw healing power, but with all the passive healing from the smiters, it shouldn't be a problem.
-Replace snare emo with Cripshot for some more degen and snares. No team defensive capabilities though.
-Replace snare emo with Illusion mesmer with Expel Hexes. Can bring condition removal and hard rez as a monk secondary, or wards or Gale as an ele. Lots of degeneration via hexes, and maybe even some snares.
Everything depends on the other characters being used: If your wars have PT, then someone else can drop Draw Conditions. If someone has Expel, then someone else can drop Smite..ect.
So does anyone think that someone here could be viable?
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