Aug 09, 2006, 05:56 AM // 05:56
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#1
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Ascalonian Squire
Join Date: Jan 2006
Guild: Neo Illumunati (the new light)
Profession: R/Mo
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Dual Thumper Glad Point Build
http://gwshack.us/9b035
How To Run:
Vs 1 Monk Teams
High Success Rate
Put the intterupt thumper on the monk, and the other thumper on any other target, with occasional snares from the water ele to monk, either thumper should be able to easily achieve kills. If the water ele is not snaring the monk it should be blinding any/all physical characters, the water ele also does great by continually blinding a warrior, hexing him, then using lightning touch for added pressure to the monk
Vs 1 Monk 1 Rit lord
Moderate Success Rate
Intterupt thumper takes rit and tries at some point to intterupt boon of creation which will make the rit lord useless soon, keep boon down, keep the rit lord from being powerful, revive thumper takes monk. The hard part now lays within the water ele because the other 2 damage characters are going to be reaking havoc unscathed. Snaring on the monk should be called When the thumper has hammer bash/crushing blow activated,
Snare->attack until snare is removed/gone->hammer bash->crushing blow->irestable blow->fer. strike , if this does not kill the monk, it will put enough pressure so that the rit is not getting heals
Vs Nr or Nr/Tranq
Low Success Rate
Good Luck.
Most nr teams use something to defend nr, usually traps, this is were draw conditions come into play, if nr does not go down, your prolly going to die. 1 thumper on monk, and 1 thumper on spirit killing detail, then swtiching from knocking down/disrupting the spirit spammer/oath shot/person with nr (use irrestable for when he puts up whirling) and trying to handle the ritualist spirits at the same time
Vs Sb/Ri
Moderate Success Rate
Any intterupt on Soul Barbs will be a win here, most the time these are all softies, so once snared, a thumper full charged should be able to remove the threat fast. However things like faint. and shadow of fear defintely can make this tough
Counters:
Hex Teams specifically: anti-warrior hexes
Faint
Shadow of Fear
Ineptitude
etc
This build has earned me 4 glad points with non-guild and non-vent groups since i started using it yesterday
gl hf!
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Aug 09, 2006, 06:02 AM // 06:02
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#2
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Forge Runner
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Umm, seems fairly standard, some stuff I wanna mention.
Why revive animal? Your pet will die VERY infrequently in TA, and the matches are generally short enough that it doesn't really matter.
Why is lightning touch in there? I would suggest swapping it out for holy veil, as you havae very light hex removal.
You got some screwed up monk attributes. Do something like
15 divine
9 prot
9 heal
10 inspiration
On the attributes, I don't like your thumper attributes. I would do
12 hammer
9 expertise
12/14 beast (depends on whether you want a sup or minor rune)
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Aug 09, 2006, 07:29 AM // 07:29
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#3
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Wilds Pathfinder
Join Date: Mar 2006
Location: London
Guild: Diary of a Madman [SiKK]
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For one of your thumpers that is designed for interupts, you might wanna try a Hammer Warrior with TTL. Something akin to:
IB, Dev, Bash, Crushing, Sprint, TTL, Heal, Res
The only annoyance is I didn't fit an IAS in there but TTL means that your adren will be charged very quickly. Also, this warrior will be less pressure on the monk especially when you get a degen pressure team due to actually having a self-heal.
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