Aug 28, 2006, 05:30 AM // 05:30
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#2
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Lion's Arch Merchant
Join Date: Jul 2005
Guild: Hi Tech Nednecks [HTR]
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i dont get why you would take wild blow and no distracting blow
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Aug 28, 2006, 07:37 PM // 19:37
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#3
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Pre-Searing Cadet
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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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Aug 28, 2006, 07:54 PM // 19:54
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#4
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Academy Page
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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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Aug 28, 2006, 08:15 PM // 20:15
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#5
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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 ~Vanilla~
But I dont get it why you're running hexes under NR. NR doubles the cast time of hexes.
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My thoughts exactly...
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Aug 28, 2006, 08:33 PM // 20:33
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#6
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Frost Gate Guardian
Join Date: Jun 2006
Guild: Horible and Hex [Own]
Profession: R/
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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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Aug 28, 2006, 08:58 PM // 20:58
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#7
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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 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
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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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Aug 28, 2006, 09:05 PM // 21:05
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#8
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Academy Page
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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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Aug 28, 2006, 09:38 PM // 21:38
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#9
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Wilds Pathfinder
Join Date: Feb 2006
Guild: Team Crystalline [TC]
Profession: Mo/
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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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Aug 29, 2006, 02:38 AM // 02:38
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#10
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Pre-Searing Cadet
Join Date: Aug 2006
Location: Seattle Wa
Profession: Me/E
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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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Aug 29, 2006, 03:47 AM // 03:47
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#11
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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 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?
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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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