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Old Jun 19, 2006, 06:51 AM // 06:51   #1
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Default Antiwarrior that isn't flashbot

So, flashbots are great and I like playing one. But it's getting a little old, and I'd like to find a good antiwarrior build that doesn't rely on Blinding Flash spam.

We've tried a variety of hex-based builds, but none of them seem to work very well. Blacklight, price/failure, water magic, illusion snares... except for blacklight none of them even came close to a flashbot's effectiveness in warrior hate, and none of them can do the other useful things that our flashbot does, like Draw Conditions, Convert Hexes, and Heal Other.

Any ideas?
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Old Jun 19, 2006, 06:54 AM // 06:54   #2
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Cripshot cripping the opponent's Warrior. Dunno.
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Old Jun 19, 2006, 07:00 AM // 07:00   #3
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Try an Ineptitude Mesmer.
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Old Jun 19, 2006, 07:06 AM // 07:06   #4
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I like the water ele snares. The water ele is also effective when coupled with a necro secondary and has something like Shadow of Fear which recharges every 5 seconds.
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Old Jun 19, 2006, 08:54 AM // 08:54   #5
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It was said already, your third option is cripshot rangers. They also help quite a bit with offense(again cripshotting targets), disruption and pressure.
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Old Jun 19, 2006, 09:00 AM // 09:00   #6
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price of failure / spirit of failure / faintheartedness / reckless haste / blurred vision / shadow of fear / ...

so many warrior hate besides blind, just pick some and go :P
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Old Jun 19, 2006, 10:57 AM // 10:57   #7
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Spiteful necro

Spiteful Spirit
parasatic bond
desecrate
Malaise
Putrid
Profane
Shock(or gale, but shock is best because it goes through sb )
Res Sig
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Old Jun 19, 2006, 11:02 AM // 11:02   #8
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Quote:
Originally Posted by no1 승리를 위해
Spiteful necro

Spiteful Spirit
parasatic bond
desecrate
Malaise
Putrid
Profane
Shock(or gale, but shock is best because it goes through sb )
Res Sig
For interrupting that Ghostly Hero capping the altar in Team Arena?
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Old Jun 19, 2006, 01:42 PM // 13:42   #9
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no way JR, their ghostly will have been killed because of the uber profane that the SS put on the altar.

seriously though, Spiteful spirit itself is useless against
- any team with co-ordination/hex removal
- any team without idiotic players

if you are finding hexes difficult to keep on warriors it may be because your team build has rather few. generally if you have a decent number of conditions blind, crippling and to some extent weaken will help you more than slowdown hexes. however if you have a mes or nec already, a water ele or ineptitude mes could really do a lot for the team.

essentially play to what your build has more of, thereby stretching the opponents' condition OR hex removal to its limit
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Old Jun 19, 2006, 02:24 PM // 14:24   #10
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Necro curses/blood bonder
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Old Jun 19, 2006, 06:49 PM // 18:49   #11
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So many options. My personal favorite is the cripshotter though, mainly because he can spread some degen, interrupt, help offense by snaring targets, and help defense by snaring melee. The only anti-melee that really is as versatile as the flashbot.
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Old Jun 19, 2006, 07:02 PM // 19:02   #12
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well I cant say I have much experience, but shouldnt a hex-based warrior hate be better than a condition based one?
i mean a regular boon prot can only remove a hex once in 20secs or so, and characters with draw conditions are getting more common. few teams seenm to have convert hexes, and the common idea i seem to pick is "Noone runs hexes in TA/RA"..

personally i hate when i have one of the stuff RotteN mentioned : price of failure / spirit of failure / faintheartedness / reckless haste / blurred vision / shadow of fear

and most often, theres noone to convert hex you..
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Old Jun 23, 2006, 08:41 AM // 08:41   #13
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Snares arent as effective in TA as in HA or GvG. You might wana try an ineptitude mesmer or something equal..
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Old Jun 23, 2006, 01:33 PM // 13:33   #14
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@fb2000: also convert hexes is quite expensive, and the said hexes may be re-applied. Conditions are easier to put on and very much easier to take off.
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Old Jun 23, 2006, 02:00 PM // 14:00   #15
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Necromander/Monk
Blood magic: 12+2
Curses: 12+2+1

-Offering of Blood [E]
-Life Siphon
-Parasitic Bond
-Faintheartedness / Shadow of Fear
-Enfeeble / Reckless Haste
-Blood ritual / Draw Conditions / Price of Failure
-Remove Hex / Draw Conditions
-Resurrection Signet

Best combined with a migraine mes (or something like that).
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Old Jun 23, 2006, 03:17 PM // 15:17   #16
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Quote:
Originally Posted by suiraCLAW
Necromander/Monk
Blood magic: 12+2
Curses: 12+2+1

-Offering of Blood [E]
-Life Siphon
-Parasitic Bond
-Faintheartedness / Shadow of Fear
-Enfeeble / Reckless Haste
-Blood ritual / Draw Conditions / Price of Failure
-Remove Hex / Draw Conditions
-Resurrection Signet

Best combined with a migraine mes (or something like that).
I don't know how well Faint + Reckless + PoF would work. They'd attack slower from Faint, miss more but attack faster from Reckless, and PoF would... just make them miss more... looks like Reckless + PoF would be nice. but no need for Faint/Shadow.

Personally for hex-heavy melee-hate I run in TA:

Me/N
8+1 FC
11+4 Illu
9+1 Insp
6 Curses

Distortion
Ineptitude
Clumsiness
Spirit of Failure
Price of Failure
Images of Remorse / Parasitic Bond / Conjure Phantasm
Drain Enchant (extra enchant removal is always nice)
Rez Signet

You can shut down multiple targets... SoF+PoF priority on warriors to slow adrenaline gain. Ineptitude/Clumsiness priority on rangers/assassins.

For the cover hex slot... IoR does some nice damage+degen, but only lasts 10sec. Parasitic lasts longer... but doesn't do as nice damage. Phantasm does nice degen, lasts pretty long, but is 10e. I run with IoR.
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Old Jun 23, 2006, 04:05 PM // 16:05   #17
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ineptitude is high priced imo. sig of midnight is 15 seconds of blind with a 15 second cooldown. and cheap.

i'd go with necro secondary and bring plague touch. take mantra of inscriptions and you can have a nice time.
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Old Jun 23, 2006, 04:38 PM // 16:38   #18
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Quote:
I don't know how well Faint + Reckless + PoF would work. They'd attack slower from Faint, miss more but attack faster from Reckless, and PoF would... just make them miss more... looks like Reckless + PoF would be nice. but no need for Faint/Shadow.
The point of reckless (if you take it) is to make them miss more. Same with Price of Failure (if you take it): it's just there for a additional 25% chance to miss, not to deal some damage.

It's designed to deal some overal degen while being able to shutdown warriors he might encounter (faint + enfeeble alone should be enough if you keep the monk support in mind).
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Old Jun 24, 2006, 12:23 AM // 00:23   #19
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Quote:
Originally Posted by holden
ineptitude is high priced imo. sig of midnight is 15 seconds of blind with a 15 second cooldown. and cheap.
Ineptitude isn't just for blinding. It's an excellent Frenzy deterrent. Whether or not it's worth bringing for that, that's your call to make, but don't think of it as just a blinding skill.

And the 15 second duration of Midnight's blindness isn't all that exciting because any competent team is going to remove the blindness long before that anyway.

Quote:
i'd go with necro secondary and bring plague touch. take mantra of inscriptions and you can have a nice time.
This isn't too bad, but it just seems like a flashbot who has to run around touching and can't bring other awesome skills like Draw Conditions and Heal Other.
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Old Jun 24, 2006, 03:03 AM // 03:03   #20
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Quote:
Originally Posted by holden
ineptitude is high priced imo. sig of midnight is 15 seconds of blind with a 15 second cooldown. and cheap.

i'd go with necro secondary and bring plague touch. take mantra of inscriptions and you can have a nice time.
That's essentially making you a flashbot that needs touch range (but doesn't rely on dual attunes or prodigy).

Ineptitude/Clumsiness is GREAT for disrupting chains. Say you have a warrior building adrenaline on a secondary target, and then when Devastating is charged he spikes the monk. Well a quick Inept/Clums will prevent him from executing the rest of his spike.

Other attackers will simply not attack through Inept/Clums... which is essentially shutting them down hardcore.
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