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Old Aug 31, 2006, 11:15 PM // 23:15   #1
Wilds Pathfinder
 
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Location: in exile
Profession: W/
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Default [6 MAN] NR/Tranq

was thinking that since most groups are probably gonna run some form of pressure like AoE smiters, or hex degen, and thers gonna be a bunch of Boon Prot monks running around, what better counter than NR/Tranq, so heres my modded version.

2x R/W Thumpers

12 Hammer
10+4 Beast mastery
9+1 Expertise

Ferocious Strike*
Hammer Bash
Irresistable Blow
Crushing Blow/Distracting Blow
Tiger's Fury
Charm Animal
Comfort Animal
Rez Sig

1x R/Me Spirit Spammer

11+4 Wilderness Survival
10+1 Expertise
10+1 Beast Mastery

Oath Shot*
Whirling Defense / Mantra of Resolve
Natures Renewal
Tranquility
Frozen Soil
Fertile Season
Barbed Trap
Dust Trap

1x E/Mo Warder

12+4 Earth Magic
10+1 Energy Storage
8 Healing Prayers

Glyph of Energy*
Ward Against Melee
Ward Against Foes
Ward of Stability
Aftershock
Extinguish
Glyph of Sacrifice
Ressurection Chant

1x Mo/Me WoH Monk

12+4 Healing Prayers
9+1 Divine Favor
9 Inspiration

Word of Healing*
Healing Whisper
Heal Party
Orison of Healing
Draw Conditions
Inspired Hex
Drain Enchantment
Leech Signet / Power Drain


1x Mo/Me Blessed Light Monk

11+4 Divine Favor
8+1 Healing
8+1 Protection
9 Inspiration

Blessed Light*
Gift of Health
Signet of Devotion
Reversal of Fortune
Mend Condition
Protective Spirit
Inspired Hex
Drain Enchantment

(not so sure about this monk, so i just used wiki version)

point of this build is to be able to pressure the other team with spirits, traps, and thumpers, and also have spikes with Hammer Back, Crushing Blow, Irresistable Blow, and Aftershock, and for the monks to kite through the wards. theres plenty of condition management, enough hex removal with NR, and fertile season was thrown in the mix to give a little holding power, though i might replace it with a different skill. i used glyph of sac + ressurectoin chant on the ele to make up for the rangers lack of a rez, but i might put in a rez, and im debating mantra of resolve or whilring defense on the ranger.

Last edited by Knido; Sep 01, 2006 at 10:30 PM // 22:30..
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Old Sep 01, 2006, 04:55 PM // 16:55   #2
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Location: San Francisco, CA
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I do not understand the frozen soil on the oath trapper given that this is a pressure build and not a spike build, so I would drop frozen for distracting shot since this build really lacks in interrupts. Whirling is the best option for the oath trapper since energy runs tight and mantra of resolve is anti energy management. I would go 15 expertise, 12 wilderness, 9 beast mastery.

If you decide that fertile season is not necessary on your trapper, then try out throw dirt and go 16 expertise, 13 wilderness.

The warder IMO does not provide enough value to justify the character slot. His sole offensive play is aftershock and I think that having to have 3 players converge on a target for offense makes your own team very susceptible to AoE like traps, energy surge, starburst, balth's aura, etc. I think that a dom mesmer with surge/burn/shatter/weariness/power drain/whichever 2 wards you think are most important/rez sig would provide more value both offensively and defensively (more defense cause you can use your energy denial defensively in nature if you choose). If you go with this type of mesmer though, consider dropping drain enchant from the word monk for signet of rejuvination.

Lastly, I would swap the draw/mend condition between your two monks, because your word monk has long casts and it sucks when you draw crippled to self and have to try to kite and then are forced to cast a longer spell. The blessed light monk has shorter casts (1/4 and 3/4 second), so the draw makes more sense on the blessed light bar.

The thumpers should have 12 hammer and 9 expertise.
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Old Sep 01, 2006, 06:13 PM // 18:13   #3
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make R/Me -> R/W then remove frozen and replace with dolyak signet.
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Old Sep 01, 2006, 09:29 PM // 21:29   #4
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Profession: Mo/
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There is no reason to use Dolyak with a Stability Ward in the build.
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Old Sep 01, 2006, 10:29 PM // 22:29   #5
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thanks for the comments, and yea, i think ill get rid of frozen on the ranger and put in either dolyak or rez sig, probably rez sig though so then i can drop rez chant / glyph of sac on the ele and possibly put an earthquake to give him some more damage output, but yea i agree that this build lacks interrupts and i might have to put in distracting or savage. only problem i have with the mesmer is energy management, since even with power drain he has alot of 10-15 energy spells, but i guess thats just 1 more thing thatll have to be tested.

ranger atts i like 15 Wilderness just cause i like that big 50%, but it could be switched around.

and for the monks, yea, i think ill switch around mend / draw, since vs vim (which i expect to be rampant) draw will need to be spammed as well as heal party and the WoH wont have the energy to do both.

Last edited by Knido; Sep 01, 2006 at 10:34 PM // 22:34..
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