Aug 10, 2006, 08:27 PM // 20:27
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#1
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Ascalonian Squire
Join Date: Jan 2006
Guild: AeL
Profession: R/Me
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Another Three Warriors Pressure Build
Here is the build, feel free to give any comments:http://gwshack.us/993e8
Pressure and degen coming from condition and warriors, spike when possible.
The main problem would be hex removal. Should i replace the Melandru Ranger with a Distortion/Expel Hexes trapper? That would add a bit of defense resolving the hex removal problem.
Oh, and maybe replacing the Hammer Warrior with something like this?:
Ranger/Warrior
Level: 20
Expertise: 11 (7+4)
Beast Mastery: 4 (3+1)
Wilderness Survival: 7 (6+1)
Tactics: 9
Hammer Mastery: 12
- Shove [Elite] (Tactics)
- Crushing Blow (Hammer Mastery)
- Irresistible Blow (Hammer Mastery)
- Distracting Blow (Warrior other)
- Wild Blow (Warrior other)
- Tiger's Fury (Beast Mastery)
- Apply Poison (Wilderness Survival)
- Resurrection Signet ()
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Aug 11, 2006, 12:46 AM // 00:46
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#2
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Krytan Explorer
Join Date: Apr 2006
Location: Australia
Guild: [MMAD]
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Looks pretty much like every other build on observer at the moment.
I have preferences for hammer wars and in your build, I'd probably run:
Devastating Hammer
Crushing Blow
Fierce Blow
Plague Touch
Heal Sig
Rez Sig
Rush
Frenzy
Also, you have a crip ranger, so I feel the pin down on the other ranger is somewhat redundant, perhaps consider running barbed trap for additional snares or dust trap to help out your monks.
I'd drop distortion for whirling on the cripshot. They do the same thing, but whirling lasts longer, doesn't have the downside of energy loss and provides a damage disincentive to would be attackers.
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Aug 11, 2006, 05:45 AM // 05:45
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#3
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Desert Nomad
Join Date: Feb 2006
Location: USA: liberating you since 1918.
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Hexes could be problematic, but you can't have everything. It looks pretty solid, save for a few personal small opinions regarding a few skills. I've seen the fishmongers running a somewhat similar build to this...
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Aug 11, 2006, 09:08 AM // 09:08
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#4
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I'm back?
Join Date: Sep 2005
Location: Here.
Guild: Delta Formation [DF]
Profession: W/E
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Looks pretty good. Some fairly minor skill changes:
Sprint -> Rush on the axe warrior.
That sword warrior desperately needs a cancel stance. I'd drop the Heal Sig on him for a Sprint.
Rush -> Sprint on that hammer warrior. I'm not entirely sure he needs Heal Sig either, but I can see the use to it. Irresistable Blow would be a good alternative though. Alternately, just run a thumper.
Distortion -> Whirling on that Melandru's ranger.
I think Blessed Light monks are much stronger with some sort of defensive stance, especially if you split (which this build seems keen to do.) They're relatively easy to spike or pressure out without some kind of self-defense. I'd say either add Distortion or go /A for Dark Escape.
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Aug 12, 2006, 06:27 AM // 06:27
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#5
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Forge Runner
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Looks okay. Mostly some personal changes, but yea.
One thing is that I would drop something on the cripshot for another debilitating shot. Dual debilitating shots can really be deadly (a possible -6 pips) and can add a lot of pressure.
I'd probably drop pin down for dual shot on the melandrus, which can be great for helping out the warriors spike when needed.
Personally, I would try to fit distortion on one or both of those monks bars. They are basically the only targets that can be easily pressured in a 7v7 situation, and if they have distortion it improves their self-survivability a lot. The warriors and rangers are all self-sustanable basically, and I would aim for the monks to reall be able to survive, as basically it's going to be them keeping each other alive and helping out the mid-front line once in a while.
One thing that's tempting is taking out plague touch and charge! on the sworder, and putting in either empathic removal or expel hexes and sprint. This would decrease your mobility a little, but make it much easier to keep your warriors free of hexes.
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Aug 12, 2006, 08:37 AM // 08:37
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#6
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Ascalonian Squire
Join Date: Jan 2006
Guild: AeL
Profession: R/Me
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Quote:
Originally Posted by TheOneMephisto
One thing that's tempting is taking out plague touch and charge! on the sworder, and putting in either empathic removal or expel hexes and sprint. This would decrease your mobility a little, but make it much easier to keep your warriors free of hexes.
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Nice idea, i think i'll go for Empathic Removal and Sprint, so i get the missing cancel stance too.
About Distortion on the Melandru, adding it is a pain with the attribute points distribution, i'll see if it's really needed. I'll try to add Distortion on the Blessed, too (i don't like it much on boons).
Thx for the suggestion so far.
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