May 21, 2006, 12:24 PM // 12:24
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#2
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Academy Page
Join Date: Apr 2006
Guild: [dead]
Profession: N/
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nice build
have to farm some fame so that i can try it
but what do u mean with:
Quote:
-change to damage output when facing teams using a order nec.
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/edit:
changed the mesmer a bit, so that u have additional dmg:
http://gwshack.us/b9ae1
now its: 127+127+120+120+118+75=678 + deep wound
Last edited by grom17; May 21, 2006 at 12:57 PM // 12:57..
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May 21, 2006, 12:57 PM // 12:57
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#3
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Krytan Explorer
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VB's damage is halved when there are enchantments on the foe. A order necro can keep a whole team under enchantments, in other words: the spike won't kill.
The mesmer should interrupt casters.
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May 21, 2006, 02:22 PM // 14:22
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#4
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Academy Page
Join Date: Apr 2006
Guild: [dead]
Profession: N/
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but u have 2 full ench removes, why should the spike deal no dmg?
and the mesmer can still interrupt,
but 75 additional dmg and the deep wound makes it easier to kill
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May 21, 2006, 04:10 PM // 16:10
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#5
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Frost Gate Guardian
Join Date: Jul 2005
Location: The Netherlands
Guild: Wrong Target [CrAP]
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btw PP is really shows whos the target to the other infuser. My advise do something else for deep wound unless you put it on a fake target ofc:P
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May 21, 2006, 04:30 PM // 16:30
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#6
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Krytan Explorer
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srry but I don't want a mes, keep with my original build pls...
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May 21, 2006, 04:30 PM // 16:30
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#7
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Academy Page
Join Date: Nov 2005
Location: Katy Texas
Guild: Soldiers of Heaven [soh]
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go Me/N to confuse the infuser with parasitic bond on random targets. but the spike already had enough dmg i dont see why the extra dmg is needed.
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May 22, 2006, 06:52 AM // 06:52
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#8
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Wilds Pathfinder
Join Date: Dec 2005
Guild: [Rage]
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i would swap the top mesmer to /n for para confusion as stated, however if you want a hard rez, dont use chant, its begging to be intturupted, use flesh of my flesh and a /rt
i'd also consider dropping one extingush for a utility healing/prot spell, such as healing seed , as i can see problems holding halls with only two monks
finally without Spellbreaker in there, i'd consider trying to fit ward of stability in there
Last edited by Tainek; May 22, 2006 at 06:54 AM // 06:54..
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May 23, 2006, 01:35 PM // 13:35
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#10
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Wilds Pathfinder
Join Date: Feb 2006
Location: Danbury, Connecticut
Profession: W/Mo
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May be good for a little farm faming..But no holding power what-so-ever. Also no capping ability.
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May 23, 2006, 02:44 PM // 14:44
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#11
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Krytan Explorer
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Quote:
Originally Posted by dare49devil
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any suggestions to improve the build? (that's what I asked in my first post...)
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May 24, 2006, 03:09 PM // 15:09
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#12
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Academy Page
Join Date: Apr 2006
Guild: [dead]
Profession: N/
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my new suggestion^^:
switch the warders sec profession to ranger and bring fertile season or/and symbiosis
this would give ur build more holding power
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May 24, 2006, 06:22 PM // 18:22
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#14
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Academy Page
Join Date: Apr 2006
Guild: [dead]
Profession: N/
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why dont u use mantra on the boon prot?
id say that would make him more effective
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May 24, 2006, 07:24 PM // 19:24
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#15
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Krytan Explorer
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Quote:
Originally Posted by grom17
why dont u use mantra on the boon prot?
id say that would make him more effective
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personal favor of me. I prefer edrain but if you want to use mor, do so .
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May 25, 2006, 09:54 PM // 21:54
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#16
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Academy Page
Join Date: May 2006
Guild: Diversionary Tactics[DT]
Profession: R/
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dual boon prots in HA dont work that well, i dont have a better backline for you based off your build, im just stating that dual boons would end up just casting the same things on the people that need to be healed therefor cancelling their effectiveness
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May 26, 2006, 08:44 AM // 08:44
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#17
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Krytan Explorer
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Quote:
dual boon prots in HA dont work that well, i dont have a better backline for you based off your build, im just stating that dual boons would end up just casting the same things on the people that need to be healed therefor cancelling their effectiveness
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http://gwshack.us/27591 ,second boon-prot reworked.
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May 26, 2006, 05:20 PM // 17:20
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#18
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Wilds Pathfinder
Join Date: Nov 2005
Guild: Defenders of Gods
Profession: E/Me
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Most successful spike builds rely on armor ignoring damage (i.e. armor penetration, life steal, etc.). Even though Vapor Blade does a considerable amount of damage, the actual damage dealt will be greatly reduced depending on the targets armor level and/or elemental armor buffs (i.e. Ranger armor).
Vapor Blade looks good on paper. Unfortunately, this is a gimick build that will be easily shut down.
Last edited by Lady Erighan; May 26, 2006 at 05:27 PM // 17:27..
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