Jun 28, 2006, 02:06 AM // 02:06
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#1
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Ascalonian Squire
Join Date: Aug 2005
Location: South Carolina
Guild: Indecisive and Uncaring
Profession: Mo/Me
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Punish the overextenders
This build (my first) seems like it would work, but since it's my first, it might have some flaws. So any criticisms one might have should be voiced (in english, not lamer or leet). And as nice as criticism is, suggestions are even cooler.
**No build title**
Hero's Ascent
Credit: Zach
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WoH/infuse Monk
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---Professions---
Mo/Me
---Attributes---
Healing Prayers: 16 (12 + 3 + 1)
Divine Favor: 11 (10 + 1)
Inspiration Magic: 7 or 8 (whatever's left)
---Skills---
-Word of Healing[Elite]
-Orison of Healing
-Healing Touch
-Healing Seed
-Infuse Health
-Channeling
-Smite Hex
-Resurection Signet
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RC/prot Monk
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---Professions---
Mo/Me
---Attributes---
Protection Prayers: 16 (12 + 3 + 1)
Divine Favor: 13 (12 + 1)
Inspiration Magic: 7 or 8 (whatever's left)
---Skills---
-Restore Condition[Elite]
-Reversal of Fortune
-Guardian
-Channeling
-Smite Hex
-Remove Hex
-Aegis
-Resurection Signet
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WoH Monk
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---Professions---
Mo/Me
---Attributes---
Healing Prayers: 16 (12 + 3 + 1)
Divine Favor: 13 (12 + 1)
Inspiration: 7 or 8 (whatever's left)
---Skills---
-Word of Healing[Elite]
-Orison of Healing
-Dwayna's Kiss
-Healing Touch
-Heal Party
-Healing Seed
-Channeling
-Resurection Signet
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Shock Warrior
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---Professions---
W/E
---Attributes---
Swordsmanship: 15 (12 + 3)
Strength: 10 (9 + 1)
Tactics: 11 (9 + 1 + 1)
---Armor---
Gladiator's Set
---Skills---
-Dragon Slash[Elite]
-Power Attack
-Bull's Strike
-"None shall pass!"
-"To the limit!"
-Sprint
-Final Thrust
-Resurection Signet
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Resolve Nuker
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---Professions---
E/Me
---Attributes---
Fire Magic: 16 (12 + 3 + 1)
Energy Storage: 10 (9 + 1)
Inspiration: 9
---Skills---
-Glyph of Energy[Elite]
-Meteor Shower
-Fire Attunement
-Bed of Coals
-Meteor
-Mark of Rodgort
-Mantra of Resolve
-Resurection Signet
============
Resolve Trapper
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---Professions---
R/Me
---Attributes---
Wilderness Survival: 16 (12 + 3 + 1)
Expertise: 10 (9 + 1)
Inspiration Magic: 9
---Skills---
-Spike Trap[Elite]
-Barbed Trap
-Brambles
-Flame Trap
-Snare
-Dust Trap
-Serpent's Quickness
-Resurection Signet
=====
Warder
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---Professions---
E/Mo
---Attributes---
Earth Magic: 16 (12 + 3 + 1)
Energy Storage: 10 (9 + 1)
Healing Prayers: 9
---Skills---
-Glyph of Renewal[Elite]
-Ward Against Melee
-Ward Against the Elements
-Ward Against Foes
-Ward of Stability
-Heal Party
-Earth Attunement
-Resurection Signet
==========
Some Mesmer
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---Professions---
Me/N
---Attributes---
Fast Casting: 9 (8 + 1)
Domination Magic: 12 (8 + 3 + 1)
Curses: 12
---Skills---
-Lingering Curse[Elite]
-Energy Burn
-Spirit of Failure
-Price of Failure
-Malaise
-Ether Lord
-Strip Enchantment
-Resurection Signet
==============
|| Explanations ||
==============
Basically, the goal of this build is to punish people who try to run at the backline. By maintaining a *very* disciplined formation, you can catch enemies in an overextended position, causing the enemy monks and casters to move up.
It is important to note that the base damage dealing of this build comes from knockdowns and the negative effects they cause. Catch one person at a time, letting the warrior provide the initial knockdown. "None shall pass!" generally is an excellent idea, or a combination of Sprint and Bull's Strike. Shock should be used only in emergencies or when no other knockdown skills are recharged due to the exhaustion and warrior's piss poor energy pool.
The trapper's focus should be on keeping the the monks safe. The monks should reside in the protective wards of the warder. This clump of casters will most likely be too juicy a target for many warriors. Once they are on the ground, they should be knocked down continuously (be careful only to knock them down after they are fully back up, otherwise you won't be able to knock them down).
The Me/N should make liberal use of Lingering Curse, coupled with cover hexes. This will lead to one of two situations: the enemy monks will remove the hexes or will try to heal around them. Both are preferable, as monks removing hexes aren't healing and monks trying to just heal around Lingering Curse are only half effective.
By focus firing, you should be able to kill even the most well protected of characters. Be sure to expect the character's resurection. Camp his corpse with traps for a nasty awakening. If you can waste the enemy's rezzes early, you're in good shape.
If there is no immediate target, damage should be spread to whoever is near. As things pick up, everyone should lay into one single enemy. The Me/N needs to call Lingering Curse immediately, but on a target called by the leader. This makes sure that the damage will be applied when it's most effective.
Try to stay in range of Brambles. It's damage might be negligible (Spelling?), but it causes bleeding, causing the monks to have to use condition removal. Also stay in range of the Wards. Ward Against Melee is the priority ward, followed by Stability, Foes, and Elements. Heal Party should be used liberally.
With careful coordination, this build should be able to offer a challenge to most any widely-used builds I can think of. Since it requires such communication and discipline, it should mainly be used with vent/ts, or better yet, a guild.
Please post any comments, I'll be editing the build post based on them.
Last edited by cowman196; Jun 28, 2006 at 02:11 AM // 02:11..
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Jun 28, 2006, 03:11 AM // 03:11
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#2
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Lion's Arch Merchant
Join Date: Jan 2006
Guild: Valkyrie Einherjar
Profession: Mo/
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Why Smite Hex over Holy Veil on your monks?
Why two WoH instead of one WoH and one SB/Infuse?
Why Power Attack on your Shock Warrior?
Final Thrust and Dragon Slash have a horrible horrible synergy.
I'd probably go with an axe warrior with Eviscerate and Executioners.
Why do you have Glyph of Renewal on your warder? I'd probably bring Ether Prodigy for the synergy with Heal Party if that really is meant to be liberally spammed.
With only one warrior, isn't it rather hard to force their entire line to stay back? Outside your warrior, nothing else forces them to keep lines too well, maybe your warder with Ward Against Foes, but then your warder has to be nearly frontline.
And to cause enough damage, you really need to hit their warrior with yours it appears. With only one warrior, it seems like you would lose the ability to keep their monks back just as you wanted to most hold them back given your stated strategy.
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Jun 28, 2006, 03:19 AM // 03:19
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#3
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Ascalonian Squire
Join Date: Aug 2005
Location: South Carolina
Guild: Indecisive and Uncaring
Profession: Mo/Me
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So then what else would you suggest? I can see your other points:
The monks can be changed to your generic three monk (rc/prot, woh, and sb/infuse). Is it possible to combine some of these builds to open up space for others?
Like I said, this is my first *real* build. Is there any hope for it, or is it destined for failure?
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Jun 28, 2006, 05:05 PM // 17:05
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#4
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Krytan Explorer
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On the RC prot and WoH monks, the inspiration left over is 3 points...
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Jun 28, 2006, 05:39 PM // 17:39
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#5
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Lion's Arch Merchant
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You van hit 12-10-8, actually. It's one of the more common setup's. Remeber he's useing runes.
Along with what kyrsh suggested, I'd switch your fire ele to a Ele attunement/Fire attunement Flame Burt spammer. Drop mark of rogort as well, and try fir inferno in there. I think your warder should have some offenseive power, or esle you have 4 pure defenseive characters, not great. I'd drop WvE and Heal party. Your resolve trapper doesn't have resolve, and I don't think that Brambles will really help your cause that much. The Mes can drop Lingering for something better, maybe SS or the like. Put Gaze of Contempt on him if you want good enchant removal. Lingering is too much like putting all your eggs in one basket to me, and if they have a single copy of convert your time can be wasted. He also has NO energy management, something i'd count as a loss, esspecially since you have(should change to had) a 25e elite on him. So yeah. if your idea is to punish over exteneders, I'd put some snares to keep their monks back, and more KD's/snares then just on the warrior to keep the overextenders overextended.
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Jun 29, 2006, 05:46 PM // 17:46
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#6
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Jungle Guide
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you shock warrior doesnt even have shock, you dont need power attack either
never been a fan of meteor shower in pvp and i think your fire ele is inferior to a elemental attunement or prodigy fire ele with flamburst/fireball/rodgarts
a resolve trapper without resolve?-i dont like resolve on trappers anyway
you dont really need 16 wild to trap as traps scale pretty poorly after about 12
you dont need snare if you have barbed/spike
i really dont know whats the point of a glyph of renewal on the warder with that current build, you dont need ward of elements either
a standard earthquake/oflame warder with glyph of energy would be better where youd prolly have to drop party
then the mesmer does a whole lot nothing with hexes that will be removed fast
Overall your build looks like a pressure build does underwhelming dps to really exhaust a team out.
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