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Old May 28, 2006, 02:48 AM // 02:48   #1
Desert Nomad
 
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Default ViMway Mod

So I've been doing HoH alot recently and finally played in a ViMway group. It was alot of fun, and I even got a little mod idea from it. Check it out here:
http://gwshack.us/f16aa
Looking for criticism!
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Old May 28, 2006, 08:13 AM // 08:13   #2
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In a normal ViM, the warriors should have ways to counter things like martyr and restore conditions, something that you can't effectively (or you need to be catch every martyr with a hammer bash, wich is pretty impossible).

Another note is that you don't have "shields up", wich helps alot against wanding (and against r-spike).

I'm still wondering how you want to use viper's nest on somebody that should keep chasing monks, what about poisonous bite (if you want poison so badly)?

last note: 1 revive animal is(probably) not enough...

conclusion: it's probably a good build against balance's without RC prot or against IWAY, but I can't imagine it could beat a group with martyr or RC, but that's my opinion.
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Old May 28, 2006, 04:38 PM // 16:38   #3
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Well, I've only ran ViM in pug's, so I'm not expecting to pull too much out of this. It's just another variation I'd like to see some people expecting when someone emotes that they are starting a ViMway.

Hammer bash cannot stop Martyr and RC, you are correct. But I was hoping to gain a different sort of advantage: anti-spike reassurance. It's not just for stopping certain skills. When you "bash-down" two blood/ranger spikers and possibly interupt a third, it's really cuts down on thier effectiveness.

Shield's up is a great idea. I'll have to put it in somewhere.

The reason I chose to use Vipers Nest instead of poisonous bite was because Viper's Nest had two advantages: 1) the ability to poison several people at once, also without a direct "evadable" attack, and 2) it will poison those other then whom the thumper is targeting and trying to kill anyways. I didn't want only the thumper's targets to get poisoned, and I didnt want the thumper to have to switch his targets so often in order to use poisonous bite on everyone. Yes, they will have to pull off thier target for a moment, and thats the downside. But it takes only a moment to set the trap and return, even if it's not returning to attack the same target.

I figured one revive animal with QZ would be enough (10 sec recharge), I'll have to experiment.

The biggest threat to ViMway is always Martyr and RC. In fact, I never expect to win vs. a team such as bloodspike that has one anyways. With this build, I was hoping for the thumpers to be able to pump out enough damage onto those characters to keep them distracted. With every other animal attack being a disruption lunge on the distractor, you would be amazed how annoying this can be to a monk. The damage dealing thumper has incredible spike dmg output. Granted, I don't have the advantage a blackout/dis swing warrior has, but I feel that the thumpers may give me an advantage in a different sort of way.

Assuming I do get a guild together, I may try out this build for day, swapping ideas from here to see what exactly does work best. Warrior's may work better then Thumper's, but I enjoy a little variety!

Last edited by Kaida the Heartless; May 28, 2006 at 04:43 PM // 16:43..
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