May 24, 2006, 10:29 PM // 22:29
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#1
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Forge Runner
Join Date: May 2005
Guild: The Etereal Guard
Profession: Me/Mo
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The Monk Killer - 2 Player Team
{A/x} Spike Build
Aura of Displacement
Golden Phoenix Strike
Horn of the Ox
Falling Spider
Twisting Fang
-optional
-optional
-optional
{Me/A}
Aura of Displacement
Blackout
Energy Burn
-optional
-optional
-optional
-optional
-optional
===========
As for any team build, coordination is crucial.
Mesmer and Asssassin need to both AoD to the monk.
Blackout --> kd --> deep wound kill
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May 24, 2006, 11:36 PM // 23:36
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#2
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Pre-Searing Cadet
Join Date: Apr 2006
Guild: No Names [NN]
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Why does the monk need to be blacked out if he's knocked down? Seems like a HUGE waste of an elite on the mesmer, why not just have him throw energy burn + shatter enchant while the monks knocked down?
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May 25, 2006, 12:14 AM // 00:14
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#3
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Forge Runner
Join Date: May 2005
Guild: The Etereal Guard
Profession: Me/Mo
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Assassin's low but fast damage are used to avoid protective spirit's reduction.
Black Out are used to ensure 100% success rate.
Energy burn + shatter enchantment takes too long, and many other things will get envolved, dragging the killing of the monk to 1 min or more. During this time, your own monk might get killed.
Black Out is the fastest way to disable monk and AoD assassin is the fastest build to kill anything. Together, the monk will be taken out in less than 10 seconds.
Fast is what it all about, because if you give your enemy more time, more things will get envolved and complicate things.
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May 25, 2006, 12:47 AM // 00:47
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#4
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No power in the verse
Join Date: Sep 2005
Location: San Francisco, CA
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Quote:
Originally Posted by lightblade
Energy burn + shatter enchantment takes too long, and many other things will get envolved, dragging the killing of the monk to 1 min or more. During this time, your own monk might get killed.
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If you have their monk blacked out already, then why are you killing their monk instead of one of their offensive players such as a mesmer or a elementalist? This would certainly help prevent your monk from getting killed. The rest of your team should be able to kill a knocked down mesmer, for instance, in the 7 seconds of blackout time that your mesmer bought you.
For team arenas, having a mesmer being able to blackout a monk usually doesn't require AoD. However, the element of surprise via teleportation could catch the opposing team off guard. My guild was using two AoD/blackout/diversion/cry/power leak/power drain/drain enchant mesmers just before the ladder lock in GvG and we won all of our matches during that time. Not sure if this type of mesmer would be as efficient for TA due to lack of damage, but I suppose in the right hands it could work well for TA especially since the mesmer's build can adapt to shutting down whomever you want from the opposing team.
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May 26, 2006, 08:37 AM // 08:37
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#5
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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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...you shouldn't really need to spike in any way in team arena except in certain cases, if you do, your team will fall apart against any half cooridinated opponent..
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May 29, 2006, 11:00 PM // 23:00
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#6
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Ascalonian Squire
Join Date: May 2006
Location: Pa
Guild: Looking for a Guild
Profession: Me/Mo
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ouch, I'd hate to be the monk on the end of that combo!
The chain of events I'd recommend would be:
1. AoD to the monk
2. Hit him once or twice
3. Black Out
4. When the Black out wears off, KD with the Assassin
5. When he gets back up, KD with the mesmer (Golden Phoenix Strike, Horn of the Ox, Falling Spider for 3 of those slots you've left open)
6. When he gets back up, your Black out will be charged.
7. Should be GG, but if not, it can't hurt to bring Backfire and Shatter Enchant for 2 other skills.
Suggestions:
I'd drop the e burn to fit in a res sig, backfire, or shatter.
Make your 3rd person a sword warrior with charge, this will allow your monk to stay on the back lines during the first 10 secs of battle, then rush in to heal everyone up.
Short commings:
You will have a problem with blinding eles.
Good kiters will give you fits.
Bring an uber monk, your're weak on heals.
Hope to see you in the arena!
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May 30, 2006, 01:03 AM // 01:03
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#7
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Krytan Explorer
Join Date: Nov 2005
Location: Liverpool
Profession: Mo/
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I think you will find that the assasins combo is pretty much GG for the monk. But why not stick in a top up from an ele or something - no biggie. Blackout >>> solo monks.
Edit -- Backfire is stupid
Last edited by pah01; May 30, 2006 at 01:10 AM // 01:10..
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May 30, 2006, 03:16 AM // 03:16
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#8
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Academy Page
Join Date: May 2006
Profession: Mo/Me
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I think you will find smart monks camping right next to a caster or even following their warriors around when they see a sin. No knockdown == bye bye. Besides, if your team has no anti-warrior skills, your monk will probably get pressured out against the next team.
Hello blinding flash/ineptitude, how I hate good players that cast it right after you start your chain.
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