Jun 30, 2006, 10:58 PM // 22:58
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#1
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Pre-Searing Cadet
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balance w/e, me/mo, e/mo, mo/me
w/e axe
-frenzy
-eviscerate[e]
-executioner´s strike
-axt rake/penetrating blow
-Bull´s Strike
-sprint
-shock
-rezz
or: hammerspecc:
-frenzy
-devastating hammer[e]
-crushing blow
-fierce blow
-irresistible blow
-rush
-Hammer Bash
-rezz
me/mo monk-shutdown
-diversion
-blackout
-shame
-energy burn
-energy drain[e]
-shatter enchantment
-drain enchantment
-rezz
e/mo supele
-ether prodigy[e]
-lightning orb
-lightning strike
-blinding flash
-enervating charge
-draw conditions
-convert hexes
-rezz
mo/me boonprot
-contemplation of purity
-reversal of fortune
-guardian
-mend condition
-protective spirit
-inspired hex
-divine boon
-mantra of recall[e]
tactic: mesmer gehts the monk, ele blinds the enemies and warrior gets the enemy mesmers/necs and so on.
any ideas what i can make better?
and another question: why is noone of the good warriors in ranked teams using conjure lightning f.e., but a lot of ppl use that in arenas?
Last edited by Tojara; Jul 01, 2006 at 10:36 AM // 10:36..
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Jun 30, 2006, 11:31 PM // 23:31
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#2
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Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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Post attributes please.
Without them though:
Suggest adding Bulls Strike instead of rake/penetrating on the axe guy. Bulls strike owns.
On the Hamemr guy, please don't run Heavy Blow, run Hammer Bash. I'd also drop your Shock/Healsig/Disrupting Chop slot for Irresistible Blow. Why do you even have Disrupting Chop as an option for a hammer guy anyway... Last time I checked it was an axe skill...
Shut down guy looks OK. I'd add Expel Hexes as his elite instead of Energy Drain.
E/Mo looks OK. I'd really drop Strike or Convert for Heal Other though.
The monk needs work... First, don't run Mantra of Recovery, it's linked to Fast Casting. Run Energy Drain, or Mantra of Recall. I'd really find somthing to ditch for Hex Breaker too(or maybe Signet of Devotion, although Hex Breaker will likely help you more). Probably would ditch the prot spirit or guardian for that...
OK basic tactics, but you're really going to have to decide that stuff on a game by game basis, and of course there's alot more teamwork involved than that...
Because Shatter Enchantment on their mesmer, Conjure Lightning and Frenzy is just not a good combo, and there's better skills to bring, especialy due to the recharge on it. I have yet to see a descent team anywhere run Conjure Lightning on a warrior, although I saw Conjure Frost on an FDS weilding W/E in RA today...
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Jul 01, 2006, 10:35 AM // 10:35
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#3
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Pre-Searing Cadet
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i meant mantra of recall yes, just wrote the wrong spell.
expel hexes well- vs an hex-spike or overload it´s still not enough, if there is an solo hex-nec with ss then i can handle it with convert/inspired, anyways the nec will be the first target of the warrior and ele.
you need guardian and prot spirit on monk @ arena imho, because there are also me/e fastcast air/fire spiker and the warriors make also ~1xx dmg with crit/spike.
signet of devotion is imho too slow for arenas, but in gvg its ok(there you have 2 monks and more ele or nec support)
i agree with the hammerspeccs- irresistible blow/hammer bash
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Jul 10, 2006, 09:08 AM // 09:08
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#4
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Lion's Arch Merchant
Join Date: Jul 2005
Guild: Hi Tech Nednecks [HTR]
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Could run an earth ele instead of the e/mo, wards are nice and cant be removed like blind and you can still spike with ob flame.
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Jul 10, 2006, 05:29 PM // 17:29
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#5
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Look into the Eye.
Join Date: Oct 2005
Location: Detroit, Mi
Guild: Oh No Not These Guys [uhoh]
Profession: Mo/
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Your build doesn't have nearly enough hex removal. With the current metagame I'd suggest running at the very least holy veil instead of prot spirit, and possibly expel on your mesmer. You could run hex-breaker instead of inspired on the monk, but then you have less team-hex removal, so unless your mesmer picks up some of the hex removal, it'd likely be better to leave inspired. hex-breaker is great though, and should be considered.
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Jul 10, 2006, 07:00 PM // 19:00
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#6
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Lion's Arch Merchant
Join Date: Apr 2006
Location: GvG go go!
Guild: Fail Less [noU]
Profession: R/Mo
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Quote:
Originally Posted by Phrozen_
Could run an earth ele instead of the e/mo, wards are nice and cant be removed like blind and you can still spike with ob flame.
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only thing about that is one interrupt ranger and it's gg.
also in regards to this build, only having a few hexes is going to make the team's job of removing them very easy. With 2 hexers, ie. an inept mes and a diversion/shame/etc spammer, it makes the other team's task of keeping hexes in check a lot more difficult. If you aren't pressuring enough, the other team will pounce you.
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Jul 10, 2006, 07:49 PM // 19:49
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#7
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Desert Nomad
Join Date: May 2005
Location: USA
Guild: [GSS][SoF][DIII]
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The build is solid but not particularly awe-inspiring. Everyone and their brother knows how to use a War / Mes / Elmo / Boon TA team. Theres a reason for that; its as I said before, the build is solid and has answers for most enemy tactics.
I will agree with the above posters by saying that a single convert hexes is not enough against a dedicated hex build. Good teams will spot convert and interupt it, so Expel would really help on the mesmer. You can run an entire mesmer bar on just Drain E as management.
Be wary that because War / Mes / Elmo / Boon is so common, good teams will take counters specifically designed to counter builds like this. You may find your elmo shutdown by enchantment removal and diversion spam. You may find your mesmer shutdown by interupters. Plan for these. How will you counter their counters?
Hint: Distortion on mesmers is gold in TA.
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