May 23, 2006, 12:07 AM // 00:07
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#1
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Ascalonian Squire
Join Date: Feb 2006
Guild: Hot Asian Chicks
Profession: R/Me
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Your thoughts...
ranger 1
Ranger/Mesmer
Level: 20
- Dual Shot (Ranger other)
- Punishing Shot [Elite] (Marksmanship)
- Marauder's Shot (Marksmanship)
- Savage Shot (Marksmanship)
- Read the Wind (Marksmanship)
- Favorable Winds (Marksmanship)
- Drain Enchantment (Inspiration Magic)
- Resurrection Signet ()
ranger 2
Ranger/Mesmer
Level: 20
- Dual Shot (Ranger other)
- Punishing Shot [Elite] (Marksmanship)
- Marauder's Shot (Marksmanship)
- Savage Shot (Marksmanship)
- Read the Wind (Marksmanship)
- Whirling Defense (Expertise)
- Drain Enchantment (Inspiration Magic)
- Resurrection Signet ()
expel mesmer
Mesmer/Monk
Level: 20
- Phantom Pain (Illusion Magic)
- Shatter Delusions (Domination Magic)
- Shatter Enchantment (Domination Magic)
- Drain Enchantment (Inspiration Magic)
- Expel Hexes [Elite] (Mesmer other)
- Energy Burn (Domination Magic)
- Diversion (Domination Magic)
- Resurrection Signet ()
martyr mesmer
Mesmer/Monk
Level: 20
- Phantom Pain (Illusion Magic)
- Shatter Delusions (Domination Magic)
- Shatter Enchantment (Domination Magic)
- Drain Enchantment (Inspiration Magic)
- Martyr [Elite] (Monk other)
- Energy Burn (Domination Magic)
- Cry of Frustration (Domination Magic)
- Resurrect (Monk other)
orders
Necromancer/Warrior
Level: 20
- Blood is Power [Elite] (Blood Magic)
- Order of Pain (Blood Magic)
- Blood Renewal (Blood Magic)
- Healing Signet (Tactics)
- Defensive Stance (Tactics)
- "Shields Up!" (Tactics)
- "Retreat!" (Tactics)
- Resurrection Signet ()
boon prot
Monk/Mesmer
Level: 20
- Reversal of Fortune (Protection Prayers)
- Mend Condition (Protection Prayers)
- Protective Spirit (Protection Prayers)
- Signet of Devotion (Divine Favor)
- Inspired Hex (Inspiration Magic)
- Contemplation of Purity (Divine Favor)
- Mantra of Recall [Elite] (Inspiration Magic)
- Divine Boon (Divine Favor)
boon prot
Monk/Mesmer
Level: 20
- Reversal of Fortune (Protection Prayers)
- Mend Condition (Protection Prayers)
- Protective Spirit (Protection Prayers)
- Signet of Devotion (Divine Favor)
- Inspired Hex (Inspiration Magic)
- Contemplation of Purity (Divine Favor)
- Mantra of Recall [Elite] (Inspiration Magic)
- Divine Boon (Divine Favor)
The basic spike is PP+SD and the two rangers. We've only run it twice and the spike was fairly decent. We originally had a ritualist in the place of the second mesmer which might end up coming back. It relies on quick spikes hence the second mesmer and two different spikes on the rangers. There is no runner because I'm not very concerned with it's build since they tend to be very cookie-cutter.
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May 23, 2006, 06:18 AM // 06:18
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#3
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Jungle Guide
Join Date: Sep 2005
Location: UK
Guild: Charr Women [hawt]
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Interesting that with 2 mesmer primaries you should choose mesmer secondaries for the rangers.
For me, I would make one of them warrior secondary for skills like Charge and the other either an ele for gale or a necro for rigor and rend.
While I understand the concept of the double spike, you dont need two follow up skills, savage will do for both spikes (5 sec recharge). You wont have the energy to spike more than once every 5 seconds anyway
I am almost certain that you will need much more hex removal in the current meta, as your two rangers are going to attract all that warrior hate.
I would add a spike skill to the blood necro, shadow strike or vamp gaze. Not sure what you're thinking with the warrior defensive stance on him tbh, and I wouldnt touch retreat with a very long stick. As he has a few sac skills you might find it beneficial to run life siphon on him for healing or give him monk secondary. Either way, energy is going to suck imo
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May 23, 2006, 07:03 PM // 19:03
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#4
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Ascalonian Squire
Join Date: Feb 2006
Guild: Hot Asian Chicks
Profession: R/Me
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You do know that at 14 expertise a 10 energy attack skill costs 4 energy right? The necro has BiP for anyone who needs it for a reason.
Order of Pain does more dmg between dual shot+followup than shadow strike.
I agree that punishing shot is not needed but it is the preferred follow-up not savage shot.
I have no idea why I put a stance or retreat on the necro. I don't think he got the opportunity to use either one in the two matches we ran this. But I wanted him to be able to heal himself and sig looked like the best way since it doesn't cost further energy.
I'm almost positive we'll go back to the ritualist instead of the second mesmer so that we'll be able to split effectively.
As for hex removal. I'm not very worried about it atm because if they manage to stack a ton of hexes on anyone then we've already lost given how frequent the spikes occur.
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May 23, 2006, 07:24 PM // 19:24
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#5
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Re:tired
Join Date: Nov 2005
Profession: W/
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Builds -> Builds Section?
Comprende?
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May 24, 2006, 07:25 AM // 07:25
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#6
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Jungle Guide
Join Date: Sep 2005
Location: UK
Guild: Charr Women [hawt]
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Quote:
Originally Posted by Squirrelly
You do know that at 14 expertise a 10 energy attack skill costs 4 energy right? The necro has BiP for anyone who needs it for a reason.
Order of Pain does more dmg between dual shot+followup than shadow strike.
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Yeah, I am familiar with the concept of expertise and energy. Still, you are talking about needing energy to spike. Putting it simply, you cant spike more than every five seconds, no matter how good you are. Call target->3-2-1->2 sec bow pull. If you can do that in less than 5 seconds then you are bending the laws of physics .
As most of the damage from the spike comes from the physical stacks, not the actual attack itself, the importance of punishing in a r-spike, is imo vastly overrated. The difference between a spike using savage and punishing is pretty minimal, and it is a questionable elite in this role imo. Think of all the other things you could do with that elite spot, and using savage as your constant follow up gives you yet another spot for utility. Utility is very definitely ftw.
Similarly, your second spike uses marauders instead of sundering/penetrating as the lead. Marauders does more damage against a 60AL target, but considerably less once the armour gets to 80 or more. You wont hurt many warriors with marauders.
Last point. Orders in this build will do (assuming 16 blood) 17x3x2 - 102 damage on the dual shot spike, and 68 on the marauders spike. Average damage 85 (assuming the arrows all hit, which is a big assumption, and assuming you are alternating the spike). This is why I suggested shadow strike for the marauders spike, as the damage is much more (100 as opposed to 68, with a self heal element rather than a sac).
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