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Old Jul 31, 2006, 12:39 PM // 12:39   #1
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Default Adrenaline Spike

current build is: http://gwshack.us/7f3f2

Last edited by lord of shadow; Aug 01, 2006 at 10:23 AM // 10:23..
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Old Aug 01, 2006, 06:54 AM // 06:54   #2
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Things I like:

2 gales
2 prodigy-fueled heal parties
Dedicated ranger pressure
Signet of humility
TTL on hammer warrior

Things I don't like:

No Cry of Frustration
No Contemplation of purity
No extinguish
No healing signets
No distortion on mesmer, ranger, or BL monk
Mend condition on BL monk?
Weak hex removal

Cheers, haha.
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Old Aug 01, 2006, 10:23 AM // 10:23   #3
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ty for commenting, i'll try to explain some of my choices now
first up: i posted a slightly outdated version of the build: http://gwshack.us/7f3f2 is what i'm currently running with.
that deals with mend on the b-light (it was just a poor choice)
Hex removal is much stronger.

As for the healing signets- the two prodigy powered heal partys (woo alliteration) clear up a lot of the incidental damage that healsigs normally cover. the other reason is simply i like to play my blessed light monk quite far up- and therefore the warriors do have a bit more support than normal.

there is no cry, fair point. however there is a savage shot/distracting shot, a hammer warrior, 2 gales and a power drain. could the mesmer survive on just i-hex for energy? it's open to discussion, if so- distortion, sig of humility, and Cof would all be vying for slots.

the ranger could swap out marauder's for distortion i suppose- but i like how much it can add to a spike and it does a pretty good job of surviving without it.

on the blessed light i just cant find space for distortion, especially considering how far up i normally play i really agree that it would be a valuble asset, but i just cant find a less useful skill on there.

Cop on the boon prot? i don't like it, personal preference. pretty much any booner could be subbed into that slot and that's my favourite.

extinguish is nice- but draw is a very powerful skill that i feel does a perfectly adequate job most of the time.

Feedback is most apreciated- thankyou for posting.
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Old Aug 01, 2006, 10:57 AM // 10:57   #4
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I see your points, and raise you.

cop is awesome. it usually brings him up to full health, and with no hexes or conditions.

with the ranger pressure, no cof is fine imo.

heal sigs are great for forced splits.

distortion>marauders. no question.

hex removal isn't THAT weak. shatter hex, blessed light, two inspired hexes running around. what's weak is enchantment removal.

you could probably get by dropping e surge for expel hexes, e burn for shatter enchantment. just a thought, you can disagree.

another thing I like: deep freeze.

thing I don't like: two blinding flashes (just because I'd hate to play you haha)
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Old Aug 01, 2006, 03:29 PM // 15:29   #5
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bearing in mind some suggestions i've come up with this:
http://gwshack.us/6c0a8
although the blessed light now has much less direct healing (no gift of health), every character (except the mesmer, who has distortion anyway) has a self heal and we have 2 heal partys for incidental damage. 3 distortions and a Cop have added to the defense of the build, but i still wanted surge and burn because of the amazing pressure they can add (and the 80 damge in a spike comes in handy)
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Old Aug 01, 2006, 04:52 PM // 16:52   #6
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You may want to have a look at this build of mine, which is very simmilar.

http://www.guildwarsguru.com/forum/s....php?t=3042051

I spent a long time developing it, so basicly any changes I would suggest to your build would already be in this one for you to see.
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Old Aug 01, 2006, 05:43 PM // 17:43   #7
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to clarify why some of the differences between our builds exist (although the fact yours is so similar makes me both proud and slightly worried that i'm listening to too much of your advice):

Surge vs. expel
i feel that my build is able to deal adequately with hexes without using expel, and surge is great pressure through damage and energy.

irresistable blow vs. TTL
quite simply, TTl means more spikes, irresistable helps pressure between spikes. as ultimately the point of both builds is to spike, i prefer ttl.

Deep freeze vs. extinguish
Draw is great condition removal, important conditions (cripple most noticeably) are often not at the top of that stack. Deep freeze is excellent movement control, and a valuble offensive or defensive slot.

Healing breeze vs. res sig
for flag running situations where i think there is going to be a problem with survivability i'd be sending the ranger anyway, so breeze is fairly redundant. you can never have enough res sigs

Dodge vs stormchaser:
although stormchaser does move you slighty further, having a 33% speed boost with vitual immunity to arrows is really nice, the ele can always give the cripshot a boost anyway.

i'll update with more later

Edit: wow, if JR considers my points well justified i must be doing something right

Last edited by lord of shadow; Aug 01, 2006 at 06:05 PM // 18:05..
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Old Aug 01, 2006, 05:48 PM // 17:48   #8
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Fair points, well justified.
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Old Aug 01, 2006, 08:59 PM // 20:59   #9
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Justified...true... except one... I will counter it with a simple question:

are 2 i-hexes and a revealed hex (on 2 chars) with 20 sec period enough hex removal? Try to consider all situations... incluiding splits...

I have my doubts, but like with most builds, you gamble on hex-less games. If you are correct you have won a lot. My preference would be to rely on strong offense and drop the e-surge for expel, just to be save... but thats maybe the mind of a monk

"Better to safe a friend, then harm an enemy"
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Old Aug 01, 2006, 09:03 PM // 21:03   #10
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fair point- but i also have blessed light and holy veil.

Last edited by lord of shadow; Aug 01, 2006 at 09:06 PM // 21:06..
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