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Old May 27, 2006, 12:50 AM // 00:50   #1
Forge Runner
 
lightblade's Avatar
 
Join Date: May 2005
Guild: The Etereal Guard
Profession: Me/Mo
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Default 4 men team for Control Point Capturing

Fore-Note: This is a build I came up with few days ago. I tested it out with my guild mates, but it didn't work out as I expected. I still think it have potential, so I'll post it here, thinking one of you may make it better.

================================================== =====

This is a nuking elementist I came up with
{E/A} The Geomancer
16 Earth
13 Energy
3 Deadly Art

Skill Listed in casting sequence:
Aura of Restoration
Earth Attune
Earthquake
Death's Charge
After Shock
Teinei's Crystal
Assassin's Promise{E}
Crystal Wave

Description and Usage:
After the complete sequence of spell, Control Point gaurd is almost a garantee kill. The only variable lies with Earthquake's kd connecting to After Shock's extra damage. Other than that, is the build is extremely energy draining. To cover this weakness, the second character comes in the scene.

{Rt/R} The Spirit Bearer
Spawning Power 15 (11 + 1 + 3)
Communion 10 (9 + 1)
Beast Mastery 10

Skill Set in no paticular order:
Ritual Lord{E}
Boon of Creation
Earthbind
Energizing Wind
Spirit to Flesh
Rupture Soul
Shelter
Draw Spirit

Description and Usage:
The Spirit Bearer uses two spirits to cover Geomancer's weaknesses, Energizing Wind for energy, and Earthbind for After Shock's secondary damage. The way to use it is to summon the spirits outside of aggro circle, then move in and use draw spirit to move them closer to the Control Point in order to use Spirit to Flesh and Rupture Soul(These 2 skills are only for back up, in case of enemy try to interfere with your nuking, the point of these 2 skills is to heal and disable enemy). Shelter is used for the spiking elementists found in Etnaran Keys.

Because the build is for nuking and capturing control points, maneuver accross the battle field becomes important. This is what the 3rd character is for.

{Me/W} The Field COmmander
Tactics 12
Inspiration 16 (12 + 1 + 3)
Fast Casting 4 (3 + 1)

Skill Set:
"Charge!"{E}
"Retreat!"
"Shields Up!"
"Watch Yourself!"
Inspired Hex
Reveal Hex
Physical Resistance
Elemental Resistance


Description and Usage:
Cycle between "Charge!" and "Retreat!" to give speed boost to entire team. Use "Shields Up!" and "Watch Yourself!" to defend allies. Use Inspired Hex and Reveal Hex to regain energy, and use physical/elemental resistance depending on circumstances.

Arguement: Extra energe regen from mesmer help keep the team flying.

The fourth player will be a monk, boon prot that is.

================================================== ===
End-Note: I think the part that really kills the build is the casting time of the 3 binding rituals. 5 seconds is just too long.

Last edited by lightblade; May 27, 2006 at 12:53 AM // 00:53..
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Old May 27, 2006, 02:49 AM // 02:49   #2
Pre-Searing Cadet
 
Join Date: Jan 2006
Guild: Heros of Thermopolye
Profession: W/Mo
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it seems good to me but im just a nub AvA. Very good petential.
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Old May 27, 2006, 07:27 PM // 19:27   #3
Wilds Pathfinder
 
Join Date: Mar 2006
Location: London
Guild: Diary of a Madman [SiKK]
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How well does the EQ/AS combo and the imobile spirits work out against human mobs? I feel that it might take a lot of effort to set up the senario and there is a lot to go wrong. Namely interupting your rt and/or geomancer. And since they are your damage dealers, you are neutered until recharge... which is very long.

EDIT: spelling

Last edited by jummeth; May 31, 2006 at 09:32 PM // 21:32..
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