Jun 01, 2006, 12:21 PM // 12:21
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#1
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Jungle Guide
Join Date: Sep 2005
Location: UK
Guild: Charr Women [hawt]
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Hex and Pressure
Well, i was bored today, trying to put off all that stuff that needs to be done irl, and I was playing around with how we can better cope with spike teams using a degen build that we have been having good success with against non spike teams, and I got to thinking about ritualists. I figure that if we have a ritualist acting as a third monk, we can have a much more aggressive runner than an e/mo (cripshot is probably the most aggressive and versatile). So I started to play around with what we could take out and what we could play around with so that we wouldnt lose too much degen by having the ability to stop spikes. Important to bear in mind that I know very little about thumpers, and that my monk knowledge is all theoretical.......as is probably clear :-)
I am happy for everyone to trash this idea as they see fit, as I say i was bored, maybe its a flash of genius, maybe its complete rubbish, idk. unsure over the blood and curses guy especially......energy for the necros should be good becasue of all the spirits. Muddy terrain i put in there becasue I like the idea, once the flag is in our control, of controlling movement. So flagger caps flag, drops muddy terrain....???
For me, reviewing this first draft, hex and condition removal is maybe a little light, but idk what i can do about it without losing too much degen pressure
Tactics, well pretty straightforward - mesmer and necros load up hexes, thumper thumps (paying special attention to enemy runner) and necros use foc and/or desecrate/defile to finish off weak targets. As far as I can see, it should be good against adrenal spikes, air spikes, necro spikes. Might struggle a bit against ranger spike although union might help. Smiting is likely to be a problem due to the lack of enchant removal. Rit sits way in the back, at approx aggro bubble range from own monks and spams spirits, trying to maintain shelter and union especially.
Splits: No idea really, havent thought that far - input welcome
Running - ranger is primary runner, but should stay at the stand against spikes, and someone else should run
Anyway, here is the build (puts on flame suit )
Degen_01
Ranger/Warrior
Level: 20
Expertise: 9 (8+1)
Beast Mastery: 12 (8+4)
Tactics: 7
Hammer Mastery: 12
- Hammer Bash (Hammer Mastery)
- Irresistible Blow (Hammer Mastery)
- Crushing Blow (Hammer Mastery)
- Tiger's Fury (Beast Mastery)
- "Charge!" [Elite] (Tactics)
- Comfort Animal (Beast Mastery)
- Charm Animal (Beast Mastery)
- Resurrection Signet ()
degen_02
Necromancer/Monk
Level: 20
Soul Reaping: 12 (11+1)
Curses: 16 (12+4)
Protection Prayers: 6
- Feast of Corruption [Elite] (Curses)
- Desecrate Enchantments (Curses)
- Defile Enchantments (Curses)
- Faintheartedness (Curses)
- Suffering (Curses)
- Parasitic Bond (Curses)
- Draw Conditions (Protection Prayers)
- Resurrection Signet ()
degen_03
Mesmer/Monk
Level: 20
Fast Casting: 10 (9+1)
Inspiration Magic: 10 (9+1)
Illusion Magic: 16 (12+4)
- Spirit of Failure (Inspiration Magic)
- Conjure Phantasm (Illusion Magic)
- Mantra of Persistence (Inspiration Magic) or Distortion (Illusion magic)
- Ineptitude [Elite] (Illusion Magic) or Migraine [Elite] (Illusion magic)
- Images of Remorse (Illusion Magic)
- Power Drain (Inspiration Magic)
- Remove Hex (Monk other)
- Resurrection Signet ()
ritualist_01
Ritualist/Monk
Level: 20
Spawning Power: 11 (10+1)
Restoration Magic: 12 (11+1)
Communing: 14 (10+4)
- Ritual Lord [Elite] (Spawning Power)
- Boon of Creation (Spawning Power)
- Union (Communing)
- Shelter (Communing)
- Recuperation (Restoration Magic)
- Soothing (Communing)
- Mend Body and Soul (Restoration Magic)
- Flesh of my Flesh (Restoration Magic)
R_ME_New Cripshot
Ranger/Mesmer
Level: 20
Expertise: 15 (11+4)
Wilderness Survival: 9 (8+1)
Marksmanship: 10 (9+1)
Illusion Magic: 8
- Apply Poison (Wilderness Survival)
- Crippling Shot [Elite] (Marksmanship)
- Distracting Shot (Expertise)
- Savage Shot (Marksmanship)
- Dodge (Expertise)
- Troll Unguent (Wilderness Survival)
- Muddy Terrain (Wilderness Survival)
- Distortion (Illusion Magic)
degen_04
Necromancer/Elementalist
Level: 20
Soul Reaping: 9 (8+1)
Curses: 12 (8+4)
Blood Magic: 12 (11+1)
Earth Magic: 9
- Blood is Power [Elite] (Blood Magic)
- Life Siphon (Blood Magic)
- Suffering (Curses)
- Faintheartedness (Curses)
- Desecrate Enchantments (Curses)
- Defile Enchantments (Curses)
- Ward Against Melee (Earth Magic)
- Resurrection Signet ()
Mo_Me_boon_prot_01
Monk/Mesmer
Level: 20
Divine Favor: 15 (11+4)
Healing Prayers: 9 (8+1)
Protection Prayers: 9 (8+1)
Inspiration Magic: 9
- Gift of Health (Healing Prayers)
- Reversal of Fortune (Protection Prayers)
- Spirit Bond (Protection Prayers)
- Mend Condition (Protection Prayers)
- Divine Boon (Divine Favor)
- Holy Veil (Monk other)
- Guardian (Protection Prayers)
- Energy Drain [Elite] (Inspiration Magic)
Mo_Me_boon_prot
Monk/Mesmer
Level: 20
Divine Favor: 15 (11+4)
Healing Prayers: 9 (8+1)
Protection Prayers: 9 (8+1)
Inspiration Magic: 9
- Gift of Health (Healing Prayers)
- Reversal of Fortune (Protection Prayers)
- Protective Spirit (Protection Prayers)
- Mend Condition (Protection Prayers)
- Divine Boon (Divine Favor)
- Holy Veil (Monk other)
- Guardian (Protection Prayers)
- Energy Drain [Elite] (Inspiration Magic)
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Jun 04, 2006, 04:42 PM // 16:42
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#2
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Krytan Explorer
Join Date: Jul 2005
Location: NYC
Guild: Squee Squeeeeeeeeeeeeee [yay]
Profession: Mo/
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I would change your N/E to something else because you're overlapping hexes with the N/Mo. The N/Mo really needs better e-management as his elite - just relying on soul reaping doesn't cut it. Offering of Blood is commonly used here - and you're split into blood anyway. The ritualist can be a little more offensive in nature, I think - since you have quite a bit of shutdown hexes - but definitely keep shelter/union for the defense. I'd personally run dev sig on both monks, or at least another form of energy management like inspired hex besides just e-drain because it won't cut it. I wouldn't run e-drain at all on my boon prots in the first place... but that's another story, a matter of preference in a way. I'm not quite sure why you have muddy terrain on the crip shot ranger - as it seems just thrown in there for no reason. I'd take that out for another utility skill. That's all I'd say for now.
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Jun 04, 2006, 06:41 PM // 18:41
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#3
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Desert Nomad
Join Date: May 2005
Location: USA
Guild: [GSS][SoF][DIII]
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Well I suppose its a good degeneration build. If I were you I would change one necromancer to an illusionist. Heck, I might even take out the other necro too, for a domination mesmer.
In my opinion, tho, degen builds have it rough nowadays. Theres alot of stuff to counter them: Yesterday night we played Sharks and Penguins who were using a nice degen build (in my opinion, better than this degen build). We had 1 Expel Hexes, 1 Extinguish, and 1 Heal Party, and we didnt feel much pressure at all
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Jun 04, 2006, 07:20 PM // 19:20
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#4
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Jungle Guide
Join Date: Sep 2005
Location: UK
Guild: Charr Women [hawt]
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Yeah, we have changed this alot actually since I posted this. Once we arrive at a settled version I'll post it up. This didnt do too too badly for us, about 70% win rate, but it lacks amongst other things a heal party and there just isnt quite enough disruption, and there isnt quite a powerful enough finish so the top teams were able to own it without breaking sweat.
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Jun 04, 2006, 07:40 PM // 19:40
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#5
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Jungle Guide
Join Date: Apr 2005
Guild: aFk
Profession: Me/Rt
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Shout out to GSS, we saw you guys GvGing yesterday and we all agreed you are very good for a rank 300+ at the time. Degen has it rought. My guild made one last night and are gonna try it out soon.
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Jun 04, 2006, 08:27 PM // 20:27
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#6
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by Neo-LD
Yesterday night we played Sharks and Penguins who were using a nice degen build (in my opinion, better than this degen build). We had 1 Expel Hexes, 1 Extinguish, and 1 Heal Party, and we didnt feel much pressure at all
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You did have me monking though...
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Jun 04, 2006, 10:26 PM // 22:26
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#7
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Krytan Explorer
Join Date: Mar 2006
Location: U.K
Guild: Intensive Care Unit [ICU]
Profession: Me/A
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You might wanna look at the dwaynas kiss buff before you think about spamming hexes on a target. If an enemy has a few hexes and a few enchantments, for 5 energy a monk is easily going to be able to heal more than half their health pretty damned often. Do Anet hate hexers ???
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Jun 05, 2006, 12:10 AM // 00:10
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#8
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Desert Nomad
Join Date: May 2005
Location: USA
Guild: [GSS][SoF][DIII]
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Quote:
Originally Posted by Guillaume De Sonoma
Shout out to GSS, we saw you guys GvGing yesterday and we all agreed you are very good for a rank 300+ at the time.
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Thanks. We have been as high as 98 before (season 2) but didnt play the last 2 weeks of the season so we got passed down to ~200. Ladder resets can distort all guild's true rank for a while.
Quote:
Originally Posted by JR
You did have me monking though...
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Thanks again, and great job. My usual monk partner recently retired so we may ask you to guest again soon
Last edited by Neo-LD; Jun 05, 2006 at 12:13 AM // 00:13..
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