Apr 26, 2006, 07:31 AM // 07:31
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#1
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Pre-Searing Cadet
Join Date: Apr 2006
Guild: Legion of Zeal
Profession: Me/N
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Forest Vampires team build
I'm prety sure that all of you know Blood Spike build and might have heard of a Touch Ranger. Me and my friend combined these into one build which consists of 5 modified Touch Randers, also called Forest Vampires (Hence the build name), and 3 modified Blood Spikers. This build is NOT a spike build and the 3 'spikers' are not really spiking in this build.
In the image below you can see the skills and attributes of the 8 team members. Below the image I explain how the build should work and what skills are optional. Any comments are welcome, as the creators of this build are unexperienced in PvP.
Link to guildwiki.org into my friends userpage. (his Forest Vampire article) http://gw.gamewikis.org/wiki/User:Ge...orest_Vampires
The idea of the build is to have a versatile group capable of surviving in smaller groups without the usual monk/whatever supports, although the 3 members based on the spikers are acting as some kind of support.
The Forest Rangers are based on the two skills Vampiric Touch and Vampiric Bite, which are like stealing touch skills and are not spells. Therefor the rangers primary attribute Expertise lowers their skill cost. Instead of 15 energy they now cost 5 energy (with the 16 exp). This allows the 5 FVs to spam these skills with about 1 second intervalls. If they have Awaken the Blood on them they deal 71 life stealing damage per VT/VB. This keeps the enemy monks busy and removes the need for dedicated monks. They can use Whirling Defense and Throw Dirt to avoid exessice damage from enemy warriors and rangers. Barbed Trap is used when the group needs to retreat to cause cripple on purduing enemies and Dodge boosts their speed and provides chance to dodge enemy projectiles. Greater conflagration is used to turn enemy physical damage to elemental so that the rangers gain +30 armor or +45 if they have Drakescale armor. Offering of Blood is used for energy management, but if the rangers have Druid's armor, they can use VT/VB 8 times before they run out of energy (Including energy regen). With weapons include they can cast VT/VB up to 10-12 times before running out of energy.
The 3 N/Mos are capable of doing damage with the three first skills. They also have hex and condition removal and healing to keep the team active. The one with Infuse Health is an emergency healer, as he sacrifices a lot of health with IH. He can cope with the life loss with Life Transfer or some other optional skill. Heal Areas are good for healing the other supporters and retreating Forest Vampires. Heal Other is the main healing skill used when party members take too much damage for the VT/VB to cancel out or when the enemy is out of touch range.
Possible weak spots (that we are aware of) are IWAY, spike teams and trappers. IWAY is possible to win with smart play. Do not kill pets and stuff . Spike is so slow that even after losing a member or two we deal significant damage to the spiker team. Traps are the worst problem, as the Forest Vampires need to close in to touch range of the enemy. Quick use of Martyr and healing will help, but ideas against traps are welcome.
Although not a true spike build the FV is capable of dealing huge amounts of damage in short time. If two FVs get into contact with an enemy they deal almost 300 armor ignoring damage in the first 1.5 seconds and heal themselves for the same amount.
Please comment and submit all ideas.
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Apr 26, 2006, 07:57 AM // 07:57
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#2
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Desert Nomad
Join Date: Jun 2005
Guild: The Amazon Basin [AB]
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Heal Area is not a good PvP skill. Try Heal Party instead.
Maybe take a necro skill off each healer and add another heal/prot skill.
Instead of 3 bringing Barbed, also bring Flame and the new Factions one.
Sounds good. Lemme think about it for a while. I might try it in Random Arenas tomorrow.
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Apr 26, 2006, 08:09 AM // 08:09
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#3
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Pre-Searing Cadet
Join Date: Apr 2006
Guild: Legion of Zeal
Profession: Me/N
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Our idea was that heal area would be used when Forest Vampires retreat. Two heal area would easily get Forest Vampires back to full health if they use Offering of Blood to gain energy to next attack or if Forest Vampires have take some heavy damage. But as I said, we are not experienced in PvP.
And those traps: they are just used to cripple enemies for safe retreat. Snare can be used to replace barbed trap. But barbed cause longer cripple
But yeah, I agree that one of "supporters" damage skills could be replaced with one additional healing/prot skill.
Tell us how this works.
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Apr 26, 2006, 08:37 AM // 08:37
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#4
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Forge Runner
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Quote:
Originally Posted by Sereng Amaranth
Heal Area is not a good PvP skill. Try Heal Party instead.
Maybe take a necro skill off each healer and add another heal/prot skill.
Instead of 3 bringing Barbed, also bring Flame and the new Factions one.
Sounds good. Lemme think about it for a while. I might try it in Random Arenas tomorrow.
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I think OP meant it for HA, which would make heal area quite decent in holding hall. Until someone drop a MS or something =P (don't know when was the last time I see a MS in HoH)
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