Aug 01, 2006, 10:15 AM // 10:15
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#1
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Grindin'
Join Date: Dec 2005
Location: MO
Profession: E/Mo
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(non) all-or-nothing pressure build.
First of all, I feel like my build is trying to do way too much, but here it goes:
Hammer Warrior
12+1+3 Hammer Mastery
10+1 Tactics
8+1 Strength
Dev Hammer/crushing blow/fierce blow/Irresistable blow/Healing Signet/Rush/Frenzy/Rez Sig
Axe Warrior
12+1+3 Axe Mastery
10+1 Tactics
8+1 Strength
Eviscerate/Executioner's/Protector's strike/shock/heal sig/frenzy/sprint/rez sig
Bunny Thumper
12 Hammer Mastery
10+1+3 Beast Mastery
8+1 Expertise
Tiger's fury/hammer bash/crushing blow/irresistable blow/ferocious strike/charm animal/comfort animal/rez sig
Crip Shot Ranger
14 expertise
10 marksmanship
6 domination
the rest in ws
crippling shot/apply poison/blackout/savage shot/distracting shot/storm chaser/troll ungent/rez sig
(standard overpowered ritualist)
boon prot& blessed prot (i'm no monk, so I couldn't give you specifics)
e/mo water ele
deep freeze/ice prison/ice spikes/healing breeze/heal party/ether prodigy/armor of mist/extinguish
things I'm concerned about:
hexes. I hate all of them, and worry it may not have enough.
no enchantment removal, except maybe drains on the monks for energy management.Is blessed prot strong enough to cover my concerns?
what can I do to make this build stronger?
(if I need to elaborate more, post that too)
Last edited by Thom Bangalter; Aug 01, 2006 at 11:24 PM // 23:24..
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Aug 01, 2006, 10:30 AM // 10:30
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#3
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I'm back?
Join Date: Sep 2005
Location: Here.
Guild: Delta Formation [DF]
Profession: W/E
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A similar build to this has become quite popular in current high-level GvG (KGYUway?), but a Melandru's Arrows ranger typically replaces the ritualist. I've seen a Tainted necro used occasionally as well.
Overall I don't think a Rit fits particularly well into all-or-nothing pressure. It's basically a third defensive character in a build that wants to be about steamrolling everything. I'd recommend another pressure character of some kind - the ones I mentioned above are good, and an AoE smiter is also a thought if you're worried about defense breaking too quickly. A well-played smiter can save your monks a lot of energy by putting AoE on a focused target or just throwing Prot around. Played offensively it can also add a lot of pressure to the enemy team.
As far as little changes, I think your ranger will get more use out of Distortion than Storm Chaser. While a speed buff is always nice, Distortion allows you to play a lot more aggressively and push far forward to screw with the enemy flagger or D-shot a backline Heal Party.
Rush is better than Sprint on that axe warrior, and Crushing Blow is probably more powerful than Run As One on the thumper.
Otherwise, looks reasonably strong.
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Aug 01, 2006, 10:51 AM // 10:51
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#4
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Grindin'
Join Date: Dec 2005
Location: MO
Profession: E/Mo
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thanks squidget.
I thought about distortion, I really did, but running it would make his attributes extremely think, which I didn't particularly care to do.
also, I have reasoning behind the lack of crushing blow on the thumper: eviscerate and the hammer warrior already have deep wound. I didn't see a huge need for it on the thumper and opted for a speed buff instead. It could certainly be changed, though since I'll probably be playing the thumper, I'd prefer the speed buff, since generally a warrior will be hopping on a target with me for an adrenal spike.
also, I wanted to run non-all or nothing, which you may have overlooked, hence the ritualist>a smiter.
to answer vexx, the water ele would be runner, the crip shot would be backup if needed, but he's mostly around to blackout monks when we go to try to eat their flag runner or a monk.
you are 100% right about rush, I don't know what I was thinking. Too much hoh lately I guess.
anyone care to debate me on crushing vs run as one? You'll probably win. snares make the speed buff kinda unneeded.
same with distortion, it would probalby be worth it over storm chaser, since I have him playing aggressively instead of running.
I'm pretty confident in my decision on the rit, seeing as how they're really overpowered in gvg. and kinda overpowered in hoh.
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Aug 01, 2006, 05:04 PM // 17:04
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#5
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by Thom Bangalter
anyone care to debate me on crushing vs run as one? You'll probably win. snares make the speed buff kinda unneeded.
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Crushing wins.
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Aug 01, 2006, 05:14 PM // 17:14
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#6
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Desert Nomad
Join Date: May 2005
Location: USA
Guild: [GSS][SoF][DIII]
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Quote:
Originally Posted by Wasteland Squidget
A similar build to this has become quite popular in current high-level GvG (KGYUway?)
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That was my first thought as well; 2 wars + 1 thumper makes this very KGYU-esque.
Quote:
Originally Posted by Thom Bangalter
also, I have reasoning behind the lack of crushing blow on the thumper: eviscerate and the hammer warrior already have deep wound. I didn't see a huge need for it on the thumper and opted for a speed buff instead. It could certainly be changed, though since I'll probably be playing the thumper, I'd prefer the speed buff, since generally a warrior will be hopping on a target with me for an adrenal spike.
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I am firmly in the all-melee-must-have-a-deep-wound camp. The only rational argument againt deep wound is that someone else will apply it, and that logic only holds (partially) true during an adrenospike. If this is pressure, most of the time your melee should be unloading adrenaline at will, not holding it for super-coordinated spikes. One of the most powerful aspects of thumper pressure is KD spam and Deep Wound spam. Throwing out so many deep wounds adds more killing threats and forces enemy monks into more mistakes.
Quote:
Originally Posted by Thom Bangalter
I'm pretty confident in my decision on the rit, seeing as how they're really overpowered in gvg. and kinda overpowered in hoh.
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Take a defensive character that can at least somewhat contribute to the offense. Right now you have no DC to keep your 4 physical damage dealers going, and very light hex removal too. My personal favorite version of KGYU's front/midline is War/War/Thumper/CS/WaterEle, and I think that would work best here. A water Ele would add desperately needed condtion removal, and could add some hex removal as well. Also, he would have even more snares (added to your CS) which contribute to defense (as long as you kite) and offense, complimenting your 3 melee guys nicely.
Last edited by Neo-LD; Aug 01, 2006 at 05:17 PM // 17:17..
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Aug 01, 2006, 11:28 PM // 23:28
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#7
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Grindin'
Join Date: Dec 2005
Location: MO
Profession: E/Mo
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fine crushing wins. I knew it would. I could probably change the rit for a water ele, change the runner to air ele, and have dual prodigy powered heal parties, put draw and extinguish on the water ele, and have the air ele run the usual orb/strike/charge blindbot.
only thing is, rits are stupid overpowered.
Last edited by Thom Bangalter; Aug 02, 2006 at 12:28 AM // 00:28..
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