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Old Jul 20, 2006, 07:42 PM // 19:42   #1
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Default solo smite

http://www.gwshack.us/7bbcc

Obviously the smiter uses their smite on a touch ranger and when they run away the healer uses SoJ on the runner.

Suggestions? I just slapped it together didn't really think about anything...
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Old Jul 20, 2006, 08:09 PM // 20:09   #2
No power in the verse
 
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Condition removal, hex removal, and monk energy management. Who needs them anyway when you're just going to steamroll your opposition? Recommend dropping the rez sigs on each player so you can fit in more damage/utility/healing on each character (a 3rd copy of heal other on your healer would synergize really well with the existing bar), since you won't be needing to rez anyway.

/sarcasm

Quote:
Originally Posted by gasmaskman
I just slapped it together didn't really think about anything...
Indeed.
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Old Jul 20, 2006, 08:14 PM // 20:14   #3
Aug
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So... two touch rangers, a smiter with a 6 second Windbourne Speed, and a crappy healer? Definitely try to fit in a 3rd Heal Other, as suggested. Recipe for success.
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Old Jul 20, 2006, 08:15 PM // 20:15   #4
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two *crappy* touch rangers. AtB + OoB = no.
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Old Jul 20, 2006, 08:34 PM // 20:34   #5
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Quote:
Originally Posted by Juicey Shake
AtB + OoB = no.
I wasn't going to comment on this particular skill combination, but....

You honestly don't think this is hot? I mean what could be more intimidating than your opponents sacraficing 30% of their health often right in front of your face while they stay near touch range? Definately a hot scare tactic that implies these touchers (and the team) are so good that health is not really a requirement [for them] to win.

If this scare tactic is not enough to get your opposition to ragequit upon the sight of you, then try rolling the healer monk with 55 health and changing his elite to Ether Prodigy and fit Contemplation of Purity on the bar somehow so that you can end prodigy on demand.

Last edited by Divineshadows; Jul 21, 2006 at 01:52 AM // 01:52..
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