Apr 01, 2006, 07:02 PM // 19:02
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#1
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Lion's Arch Merchant
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Thumper-based pressure build
There were two builds I'm not sure of which variant I would use: the mesmers and the thumpers. The mesmer builds are hugely adjustable and you can probably choose between the backbreaker and ferocious strike varieties of thumper. I prefer backbreaker for the 4 sec KD. The smiting monk is very important to the build, but probably the worst designed char in it, so any advice on it would be greatly appreciated.
2* R/W
12 Hammer Mastery
10 + 1 + 3 BM
8 + 1 Expertise
Backbreaker
Crushing Blow
Hammer Bash
Irrestistable
Charm Animal
Comfort Animal (I would probably remove this for rez sig)
TF
CoH
The purpose of these are mostly DPS with heavy disruption. These are the main damage dealers in the build.
2* Me/mo
Domination magic 11 + 1
Inspiration magic 10 + 1
Fast casting 10 + 1 + 3
Diversion
Energy burn
Shame
Shatter Enchantment
Power Drain (or drain enchantment if you prefer)
Mantra of recovery {E}
Remove hex(1)/Draw Conditions(1)
Resurrect
These are the shutdown portion of the build. With MoR, everything recharges twice as fast, so whether you choose Power Drain, or drain enchantment, you should have a stable energy supply.
1* E/mo
Water magic 11 + 1 + 3
Healing Prayers 11
Energy Storage 8 + 1
Shard Storm
Ice Spikes
Deep Freeze
Blurred Vision
Ether Prodigy
Heal Party
Healing Breeze
Armor of Mist
This was originally a GvG build, so I chose hydro for the snares. I would really only consider a lightning ele carrying Windborne as an alternative since the thumpers have no speed boosts.
1* Mo/me
12 +1 + 3 Smiting
10 + 1 DF
8 Inspiration
Strength of Honor
Blessed Signet
Mantra of Inscriptions
Signet of Judgement
Bane Sig
Smite Hex
Scourge Healing
rez sig
The main purpose of this guy is to mantain SoH on the thumpers and their pets to add to their DPS. It's also the martyr carrier, though I'd prefer Draw conditions on the mesmers because martyr won't clear the pets. I personally would use the bane sig/rez sig version.
1 * Mo/me
12 +1 + 4 Healing Prayers
10 + 1 DF
8 Inspiration
Word of Healing
Orison
Dwayna's Kiss
Infuse Health
Healing Touch
Inspired Hex
Drain Enchantment
Heal Party
It's a pretty normal monk build. I personally dislike spellbreaker because it costs so much energy on an infuse monk that needs to have over 10 energy as often as possible.
1 * Mo/me
12 DF
9 Protection Prayers
9 Inspiration
Reversal of Fortune
Guardian
Mend Ailment
Prot Spirit
Divine Boon
Contemplation of Purity
Drain Enchantment
Energy Drain
__________________________________________________
Note: I wouldn't trust my math to be completely accurate.
The thumpers are the main source of damage. Under ideal conditions, they would be doing 46.43 DPS which is 2785.8 DPM. With Irrestistable spam factored in, this becomes 52.43 DPS. Since disruption is really something that can't be measured, the next thing is to add pet damage. The pet @14 BM with SoH should be doing 19.4 DPS/1164 DPM. With CoH, this is 25.875 DPS/1552 DPM. This ends up being a very considerable ammount of pressure damage.
As I usually play monk, I personally find pure shutdown mesmers to be more annoying than E Denial, so I put shutdown mesmers in. These mesmers should be able to near completely shutdown one monk each, with some minor shutdown on a third if necessary. Enchantments turn into shatterbait with fast recharging shatters and rezzing isn't so much of a problem with two fast-casting hard rezzes.
The monk's sole purpose in life is to maintain SoH. The rest of its build is just things to spend its time on.
Any comments or critics would be appreciated.
Last edited by wolfy3455; Apr 06, 2006 at 12:44 AM // 00:44..
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Apr 02, 2006, 06:04 AM // 06:04
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#2
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Academy Page
Join Date: Mar 2006
Location: Chicago, IL
Guild: I'm Following You [Mush]
Profession: R/N
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thats not really thumper based. seems pretty standard tho w. regards for the thumps.
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Apr 05, 2006, 07:16 AM // 07:16
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#3
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Lion's Arch Merchant
Join Date: Jan 2006
Location: So-Cal
Guild: Forsaken Wanderers [FW]
Profession: Mo/
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On the mesmers you could probably give one remove hex and one draw conditions. Since even with only one Mesmer carrying a hex removal, you still have 3 in the build.
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Apr 05, 2006, 09:39 AM // 09:39
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#4
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Wilds Pathfinder
Join Date: Sep 2005
Profession: N/Me
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I dont like it too much just for one reason, you wont win Relic Run or Alter Matches.
Unless you have some plan how to win these maps with this build?
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Apr 05, 2006, 09:47 AM // 09:47
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#5
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Krytan Explorer
Join Date: Aug 2005
Guild: EaT
Profession: Mo/
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this is more like a gvg build
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Apr 05, 2006, 09:54 AM // 09:54
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#6
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Krytan Explorer
Join Date: Nov 2005
Location: London, England
Guild: I Uprising I [RAGE]
Profession: R/
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Hmm, i have been looking at thumpers as pressure, especially for gvg. Thumper is my fav build, so it would be nice if i could incorporate. I think thumpers are underated by many. I would use Devastating hammer, simply cos it allows u to do heavy blow, and you actually end up kding 1 adrenaline faster. I would also take Brutal Strike, as it deals about 80-90 dmg if they are below 50% health, which after devasating, crushing and heavy they will be. Usually a Brutal strike, and a irresitable finishes them off before they can get up.
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Apr 06, 2006, 12:37 AM // 00:37
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#7
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Lion's Arch Merchant
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Quote:
Originally Posted by JiggyFly
On the mesmers you could probably give one remove hex and one draw conditions. Since even with only one Mesmer carrying a hex removal, you still have 3 in the build.
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Yea, I changed it to that in the modified version, which I'll edit in a few seconds. With one removal every four or so seconds during the duration of MoR, it should be fine. I've also removed Martyr from the smiter, because I felt he really wasn't pulling his weight. There were too many energy skills to be able to spam even though the blessed signet bounty would be around 4 pips. Its now mostly signet spam with scourge healing to discourage HP spam.
At this point, its pretty much changed into a GvG build, so I'd appreciate any mod action to move it.
@Peewee
Thumpers are statistically higher DPS than hammer warrior as they can pretty much afford to constantly spam IB, The problem is that they have lower spike potential and are very cramped for skills. Generally, I'd rather have the 4 second knockdown as opposed to a two second and a highly conditional followup even if it does do more damage. Backbreaker also has a small damage bonus of its own. Brutal, while nice damage, costs 10 energy, which is quite a bit even with expertise when your already spamming IB, maintaining TF, and not using the Ferocious variant for energy. It also takes up one of the already limited slots in order to do it.
Last edited by wolfy3455; Apr 06, 2006 at 12:52 AM // 00:52..
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