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Old Aug 28, 2006, 04:15 AM // 04:15   #1
Pre-Searing Cadet
 
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Default Migraine Nr/Tranq build.

Havent had the time to test it myself yet. Here's the build :

http://www.gwshack.us/56a5a

Basically with high Fast casting ( 14+ ), the casting time on the hexes should be the same. Usually, I use 6 Fast cast on my Migraine mesmer and I dont think a .5s difference would make a huge deal. You should be able to get a decent distribution of the attributes with the points you have left. Not sure about the healing though I think its pretty decent. I have a convert on the Surger since he doesnt use much energy and -1 Res is like usual Balanced. The build also has a good enough adren spike with Burn/Surge and Doom.

Comments/Tweaks appreciated ^^

Last edited by J J Lin; Aug 28, 2006 at 04:20 AM // 04:20..
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Old Aug 28, 2006, 05:30 AM // 05:30   #2
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i dont get why you would take wild blow and no distracting blow
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Old Aug 28, 2006, 07:37 PM // 19:37   #3
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Whats the most annoying thing in today's balanced build? Cg ranger.
What do they use to make Wars run away? Lightning reflexes, Whirling defense.
What does a War usually do against Vim? Hit warriors because trappers have whirling defense.

Thats why I always use wild blow in my shock axe warrior.

As for interrupts Im not sure if the domination Mesmer have its place there in the build. Maybe I should replace Surge for Pd. Or use a Pd warder wich I dont know if it will have the same pressure as an Edenial Mesmer would.

Last edited by J J Lin; Aug 28, 2006 at 07:40 PM // 19:40..
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Old Aug 28, 2006, 07:54 PM // 19:54   #4
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Warriors do not hit warriors because of rangers having whirling defense, they hit warriors because of dust traps.

But I dont get it why you're running hexes under NR. NR doubles the cast time of hexes.
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Old Aug 28, 2006, 08:15 PM // 20:15   #5
Zui
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Quote:
Originally Posted by ~Vanilla~
But I dont get it why you're running hexes under NR. NR doubles the cast time of hexes.
My thoughts exactly...
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Old Aug 28, 2006, 08:33 PM // 20:33   #6
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Do you not understand that he put points asside in Fast Casting to make the hexes cast about the same. Please read through the post.


Horible
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Old Aug 28, 2006, 08:58 PM // 20:58   #7
Zui
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Quote:
Originally Posted by Horible
Do you not understand that he put points asside in Fast Casting to make the hexes cast about the same. Please read through the post.


Horible
Yeah, I read that. He's running jacked up fast casting so he can still cast those hexes at slower than normal speed. Say, most descent teams carry two or more interrupts, right? Even brain-dead monkeys can land an interurpt on a cast over two seconds.
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Old Aug 28, 2006, 09:05 PM // 21:05   #8
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I'll redo the question: Why are you gimping your attributes through such a high fast casting when the enemy monks are already bothered by NR/Tranq.?
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Old Aug 28, 2006, 09:38 PM // 21:38   #9
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Even at 12 Fast Casting Conjure will cast in about 3/4s and Images in about 1s under the spirits. You can even take FC down to 10 and be fine.

And fyi, hexes under nr/tranq isn’t anything new, HOSTEL’s build ran the same hexes under the spirits and did just fine. I’ve personally run Conjure, Images and Scourge under nr/tranq without having problems with interrupts.

Why don’t you guys test things out for yourselves before making stupid posts?
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Old Aug 29, 2006, 02:38 AM // 02:38   #10
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I think it’s a cool, but I don’t think it will work as well as other builds because

1) Your build includes 6 soft targets
a) Are easy pray on dmg heavy builds such as iway and smite
b) Only real defense is the rit spirits (fireball anyone)?
2) Lacks condition removal
3) The monk won’t have much energy with you Mesmers draining ench which is the monk’s main source of energy management vs. any non hex team
4) Forces all hexes to include fast casting meaning your hex users must be Mesmers
5) 1 1/2 healer compared to the standard 3 monk backline
6) Frozen will hurt you without lively

Yeah I could name more, just work with these for now
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Old Aug 29, 2006, 03:47 AM // 03:47   #11
Zui
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Quote:
Originally Posted by B Ephekt
Even at 12 Fast Casting Conjure will cast in about 3/4s and Images in about 1s under the spirits. You can even take FC down to 10 and be fine.

And fyi, hexes under nr/tranq isn’t anything new, HOSTEL’s build ran the same hexes under the spirits and did just fine. I’ve personally run Conjure, Images and Scourge under nr/tranq without having problems with interrupts.

Why don’t you guys test things out for yourselves before making stupid posts?
Umm...

At 12 Fast Casting, Conjure Phantasm casts in .57s, and Images of Remorse casts in 1.15s. Now, last time I checked Nature's Renewal causes those times to be doubled, so under the spirits Conjure Pantasm would cast in 1.14s, and Images of Remorse would cast in 2.3s. Ok, 1.14s is somewhat close to .75s, I guess. But 2.3s being close to 1s? Please.

Just for posterity, at 10 fast casting, under Nature's Renewal, Conjure Phantasm will cast in 1.26s and Images of Remorse will cast in 2.52s. At 14 Fast Casting, under Nature's Renewal, Conjure Phamtasm will cast in 1.04s, and Images of Remorse will cast in 2.1s.

Now, to be quite honest, no one cares about interrupting Conjure Phantasm, or Images of Remorse, because if they interrupt Migrane, those hexes aren't a huge threat, infact they're only in this build to cover Migrane. Any way you look at it, with 14, 12, or 10 Fast Casting, Migrane under Nature's Renewal will be over a two second cast. Any descent player attempting to interrupt Migrane will interrupt it just about 100% of the time. Interrupting a two second cast is not hard; you have more than ample time to realise they're using Migrane, and interrupt it.


As for someone running it and doing well, what can I say, it could be one of two things, the average Heroes' Ascent team being amazingly bad, or the team running it being good. Probably alittle of both, I would think. I'd still expect any truely good team they face to wipe the floor with them, though.
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