Feb 06, 2006, 10:30 PM // 22:30
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#1
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Academy Page
Join Date: Sep 2005
Guild: Mile High Club [mile]
Profession: Mo/
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SAS Pressure Build
1x Gale Axe Warrior
- Frenzy
- Eviscerate (e)
- Executioners Strike
- Warrior's Cunning (1) or Distracting Blow (2)
- Sprint
- Endure Pain
- Gale(1) or Warrior's Cunning(2)
- Res Sig
1x Hammer Warrior
- Frenzy
- Devestating Hammer (e)
- Irresistible Blow
- Crushing Blow
- Hammer Bash
- Sprint
- Endure Pain
- Res Sig
1x Mes / Mo
- Wastrel's Worry
- Shame
- Diversion(1) or Phantom Pain (3)
- Blackout
- Distortion
- Ether Lord(1) or Spirit of Failure (2) or Shatter Delusions (3)
- Martyr (e)
- Ressurect
1x Necro / x
- Tainted Flesh (e)
- Rotting Flesh
- Insidious Parasite
- Faintheartedness
- Parasitic Bond
- Consume Corpse
- Malaise(1) or Price of Failure (2)
- Res Sig
1x R/mo
- Apply Poison
- Crippling Shot (e)
- Distracting Shot
- Debilitating Shot or Savage Shot
- Barbed Trap
- Dust Trap
- Mend Ailment
- Res Sig
2x Boon-prot or hybrid monks (I'm not going to post the monk bars because they're essentially hybrids)
1x E/mo (runner)
- Ether Prodigy (e)
- Lightning Orb
- Lightning Strike
- Blinding Flash
- Windborne Speed
- Heal Party
- Healing Breeze
- CoP or Holy Veil
This team build came from a basic concept of EnS's pressure build (2 W, 1 N, 1 Mes). In place of the e/mo we tried a lot of different things, including a choking gas interrupt ranger - which worked well. We also tried a zeolots fire balth aura smiter. Eventually, we found that we needed the additonal heals that the e/mo provided. Additionally, we had originally had a migraine/conundrum mesmer - but boon-prot monks with CoP essentially made that mesmer useless.
The degen is steady from poison+disease+bleeding+hexes.
The questions I had:
1. would it be better to work with Malaise + Ether Lord for energy denial or the Spirit of Failure + Price of Failure combo for warrior hate?
2. how can we improve the mesmer role? right now, it's just a worry domination mesmer. We're considering adding phantom pain + shatter delusions (isntead of ether lord + diversion) to assist with adrenaline unloading + lightning orb to "spike" a target. On the other hand, if eviscerate hits, the deepwound from phantom pain is negligable.
Thanks in advance.
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Feb 07, 2006, 06:54 AM // 06:54
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#2
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Wilds Pathfinder
Join Date: Sep 2005
Profession: N/Me
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Quick answers on my oppinion here
1. Malaise and spirit of failure, Malaise is great for pressure builds, totally messes up rangers and warriors too. Anyone who says monks can just focus swap this off will be correct but thats added pressure
2. Shater enchant and energy burn on that mesmer would allow you to assist in spikes much better, I would seriosy reccomend you keep the Diversion its just so handy to shut down any vital character the other team has.
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Feb 07, 2006, 07:10 AM // 07:10
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#3
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by Sinjin
1x Mes / Mo
- Wastrel's Worry
- Shame
- Diversion(1) or Phantom Pain (3)
- Blackout
- Distortion
- Ether Lord(1) or Spirit of Failure (2) or Shatter Delusions (3)
- Martyr (e)
- Ressurect
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Ether Lord is fairly nice, but I would try and fit some other energy management in there aswell. Inspired Hex is a good choice, assisting your team and gaining you energy.
Blackout is probably worth dropping. It's a touch range skill that is mainly going to be used to shut down monks. To make it usefull you are forcing a squishy character to push right up with the warriors to black out the target.
Wastrels is not brilliant either, I would probably swap in Shatter Enchantment for that. Your build as it is has *no* enchant removal, so I would even consider dropping distortion for drain enchantment aswell. Even though I *do* like distortion.
Aside from that the build seems fairly solid. I wouldn't bother with Warriors Cunning though, the 60 second recharge absolutely kills it.
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Feb 07, 2006, 07:21 AM // 07:21
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#4
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Jungle Guide
Join Date: Apr 2005
Guild: aFk
Profession: Me/Rt
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Saints of Sin. I remember you guys. We GvG'd you guys once. Went all the way to VoD, but then we turtled and me and another warrior+ a monk ganked your guild lord. It was a good game.
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Feb 07, 2006, 03:15 PM // 15:15
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#5
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Academy Page
Join Date: Sep 2005
Guild: Mile High Club [mile]
Profession: Mo/
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Thanks for the advice - we tried it out and here's what we found.
1. Malaise rocks. We definitely prefer that over Price of Failure, and for the team build overall - Malaise is a great pressure hex to have.
2. The blackout is a well… kinda cute… not sure if we'll keep it or not. Managed to blackout a couple res sigs and spikers - other than that, I think there may be better mes hex options. We'll likely drop it for soemthing like Shatter Enchantment.
3. Wastrel's Worry didn't do nearly as much damage as we had hoped for. And against rangers, it became nearly worthless as they used skills frequently.
4. Phantom / Shatter was excellent for finishing off low HP targets - it'll be hard to say goodbye to this combo.
The mesmer we really need help refining -
1. Diversion
2. Shame
3. Shatter Enchantment
4. Energy Burn
5. Distortion
6. Ether Lord
7. Drain Enchantment (1) or Inspired Hex (2)
8. Res Sig
We're open to any suggestions for a decent mesmer build that would work well with this team build pressure theme.
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Feb 07, 2006, 07:39 PM // 19:39
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#6
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Academy Page
Join Date: Jul 2005
Location: Canada
Guild: Servants of Fortuna
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Quote:
Originally Posted by Sinjin
The mesmer we really need help refining -
1. Diversion
2. Shame
3. Shatter Enchantment
4. Energy Burn
5. Distortion
6. Ether Lord
7. Drain Enchantment (1) or Inspired Hex (2)
8. Res Sig
We're open to any suggestions for a decent mesmer build that would work well with this team build pressure theme.
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Well, if you're trying to keep the pressure up, just keep piling up the degen/hexes. Diversion is an excellent choice as it can really mess up an oppenent if they only see it at the last second. I've even seen people recently using Echo with Diversion, and just spam it like crazy. I can only imagine what the other team is thinking A better pressure build might involve throwing around Conjure Phantasm as much as possible, and its always nice to cover it, Phantom Pain might be a decent choice. I'm going to assume you're still running Martyr as the elite, which is a nice choice. I'd definitely keep Distortion, Shatter and Drain are nice too. Shatter can be a nice aid in a spike. These are just some suggestions, and I realize I suggested some illusion, which might cause you to divide up between 4 attributes. But if you want to really pressure your opponents, Id say go degen/hexes and not big dmg dealing casts, maybe just one as a finisher (ie burn or shatter enchant).
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Feb 07, 2006, 09:04 PM // 21:04
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#7
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Wilds Pathfinder
Join Date: May 2005
Guild: The Black Dye Cartel
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I think Conjure Phantasm deserves a place in there somewhere. I also don't like Insidious Parasite on the Necro, I think there has to be something better than that.
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Feb 07, 2006, 11:41 PM // 23:41
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#8
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Frost Gate Guardian
Join Date: Jun 2005
Guild: Looking For Guild
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Glyph of Renewal works wonders on Domination Mesmers. The build you posted is quite nasty with Ether Lord switched out for the Glyph.
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Feb 08, 2006, 02:06 AM // 02:06
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#9
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Jungle Guide
Join Date: Apr 2005
Guild: aFk
Profession: Me/Rt
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Quote:
Originally Posted by Sinjin
1x Gale Axe Warrior
- Frenzy
- Eviscerate (e)
- Executioners Strike
- Warrior's Cunning (1) or Distracting Blow (2)
- Sprint
- Endure Pain
- Gale(1) or Warrior's Cunning(2)
- Res Sig
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I would replace Gale over Warrior's Cunning and I would take distractiong blow or disrupting chop too. Sprint is good, I prefer taking axe rake, bt sprint would probably give you more hits while axe rake is more damage and cripple.
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Feb 08, 2006, 02:22 AM // 02:22
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#10
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Krytan Explorer
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for blackout: yes, enchant removal OR cry or frustration. If you're interrupting sigs, that's the skill. For the runner: cop.
For the necro: take out insidious. that is a sad, sad skill that should never be used in pvp. It assumes the opponent is an imbecile. Sub-iway stupid. yeah. I'd go for well of profane for some fun when there's no pressure on ya.
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Feb 08, 2006, 07:05 AM // 07:05
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#11
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Academy Page
Join Date: Sep 2005
Guild: Mile High Club [mile]
Profession: Mo/
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W/E : have gale + distracting blow (5en one, not adren based chop). Warriors cunning was only good for smashing a ward ele.
N/Mo : Insidious removed for convert hexes (for when we really need it badly).
Me/mo : dropping energy burn for Matyr (forgot to include that while typing it earlier at work).
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Feb 08, 2006, 11:22 AM // 11:22
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#12
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Lion's Arch Merchant
Join Date: Nov 2005
Location: Barbie's Motorhome
Guild: The Biggyverse [PLEB]
Profession: Me/
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I like the idea of a Tainted Necro in a GvG game, it gives any team you meet that doesn't bring the Martyr/Restore combo big problems. All I have to do now is try to talk my guild into trying a build like this.
Wish me luck
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