Jul 21, 2006, 10:27 PM // 22:27
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#21
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Desert Nomad
Join Date: May 2005
Location: USA
Guild: [GSS][SoF][DIII]
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The latest version is decent overall, and much better than the first version of this build. However, there are still some problems that need to be worked out.
- Hard Res on the Mes/Mo
- You hex removal is comprised of a grand total of 2 inspired hex (hex breakers dont count, the other team can just hex your other 6 people). Needless to say, this is inadequate. I suggest Aegis -> Smite Hex at the very least.
- The build has no enchantment removal. At all. Well maybe you can count Drain E on your monk. But Power Drain -> Drain Enchantment at the very least. I would recommend SoW -> Shatter E as well.
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Jul 22, 2006, 07:44 AM // 07:44
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#22
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Desert Nomad
Join Date: Feb 2006
Location: USA: liberating you since 1918.
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Quote:
Originally Posted by DieInBasra
Is my surge mesmer gimped without mindwrack?
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Not at all; it's helped by not having mind wrack IMO, since with very few hexes, that mind wrack will just be fueling inspired hex.
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Jul 22, 2006, 12:00 PM // 12:00
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#23
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Desert Nomad
Join Date: Mar 2005
Location: UK
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Quote:
Originally Posted by Byron
Not at all; it's helped by not having mind wrack IMO, since with very few hexes, that mind wrack will just be fueling inspired hex.
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I wouldn't agree with that. Firstly, Mind Wrack is cheap and spammable (enough). It therefore doesn't loose much efficiency against a couple of copies of inspired, and its effect is still good. I haven't used it in a while but it still works well against focus swappers if I remember.
Secondly, the only other hexes on that build are from the water runner. While water is really useful in situations outside of pitch battles, it's usefulness during one gets a little limited if there are no other hexes in the build. If the monks eat up the mind wracks with inspired, that lets the water hexes go wild (assuming they don't have expel or similar). If you could take the inspireds on their team and were given the option of them eating mind wracks or water hexes, which would you prefer? Obviously, that isn't the end-all of the scenario, but in general some hexes to keep their removal occupied gives water a stronger value.
As for the build, a few possibilities:
- Resurrection Chant on the Mesmer/Monk
- Windborne Speed on the Elementalist/Monk - you have the breakpoint for 8s windborne - 10s with +20% - and it's target ally and maintainability makes it a little more versatile.
- Drop Blackout and Draw conditions on the Mesmer/Monk for a combination of Mind Wrack/Remove Hex/Drain Enchantment (possibly drop Power Drain and take all three)
- Take Aegis off the Smiter and add Draw conditions
- Blackout on the Ranger/Mesmer for Dodge. A ranger can still run with no speed boost, and if you stick Win-borne on the Elementalist/Monk he can contribute to the initial dash. Blackout is still excellent if used correctly for denying adrenaline and so forth, and you can still get the 4s breakpoint if you mess around with attribute spread.
- Sprint on the Axe warrior. There is no need for rush (personally) with bulls strike on top of that... and I suppose I could argue the windborne point again . As JR- says, on demand speed buffs are obviously very useful.
IMO.
Last edited by rii; Jul 22, 2006 at 12:04 PM // 12:04..
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Jul 22, 2006, 12:44 PM // 12:44
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#24
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Academy Page
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Is Ice prison really that useful to waste a skill slot for it? I mean, the only situation you could use it is in 1 vs 1 flagrunner duels, since you won't be able to use Ice prison properly when your Smiter is near. (Zealot's Fire= Fire Damage, Ice Prison=Ends if taking Fire Damage)
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Jul 22, 2006, 01:51 PM // 13:51
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#25
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Desert Nomad
Join Date: Mar 2005
Location: UK
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The Smiter is working off the axe. If you use Ice Prison in a stand fight, target a warrior with it, and if you have Mind Wrack call for a cover. 90% of the time, there is no good reason why your axe warrior is pressuring on an Ice Prisoned Warrior.
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Jul 22, 2006, 06:50 PM // 18:50
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#26
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Wilds Pathfinder
Join Date: Aug 2005
Guild: Delta Formation [DF]
Profession: W/
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Also works for snaring people ganking your base while not compromising your flag running. That gives your warrior or whoever enough time to get back to the base and still get the ganker.
Sprint/Rush on the warrior is a matter of playstyles I suppose. I prefer rush over sprint because it allows me to play a more agressive style with my frenzy, being able to use it and cancel it pretty much whenever I want to. It also allows you to bull's strke/frenzy/rush repeat a target forever. I feel it's worth sacrificing the speed on the demand that comes with Sprint. Once again, I guess it's a matter of playstyles.
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Jul 23, 2006, 08:05 AM // 08:05
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#27
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Desert Nomad
Join Date: Feb 2006
Location: USA: liberating you since 1918.
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Quote:
Originally Posted by rii
It therefore doesn't loose much efficiency against a couple of copies of inspired, and its effect is still good. I haven't used it in a while but it still works well against focus swappers if I remember.
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A fair point. I think there are better skills to put in that slot, however. (ie, cry of frustration. leetsauce.)
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