Jan 05, 2006, 11:58 PM // 23:58
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#1
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Wilds Pathfinder
Join Date: Jun 2005
Location: New York City
Guild: Wisdom of the Raven [MyM]
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Power's ->New<- Tombs Build
Here is the player allocation:
2x W/E
2x E/Me
1x Me/N
2x Mo/N
1x Mo/Me
W/E #1
1)Eviscerate {E}
2)Disrupting Chop
3)Exec. Strike
4)Frenzy
5)Rez Sig
6)Conjure Lightning
7)Shock
8)Sprint
W/E #2
1)Eviscerate {E}
2)Exec. Strike
3)Disrupting Chop
4)Sprint
5)Conjure Lightning
6)Shock
7)Frenzy
8)Rez Sig
E/Me #1
1)Elemental Attunement {E}
2)Air Attunement
3)Enervating Charge
4)Chain Lightning
5)Gale
6)Lightning Orb
7)Windborne Speed
8)Rez Sig
E/Me #2
1)Elemental Attunement {E}
2)Earth Attunement
3)Iron Mist (Used on monks in order to help air ele)
4)Earthquake
5)Aftershock
6)Ward Against Melee
7)Armor of Earth
8)Rez Sig
N/Me #1
1)Spiteful Spirit {E}
2)Awaken The Blood
3)Malaise
4)Price of Failure
5)Consume Corpse
6)Death Nova
7)Arcane Echo
8)Rez Sig
Mo/N #1
1)Offering of Blood {E}
2)Healing Seed
3)Orison of Healing
4)Infuse Health
5)Dwayna's Kiss
6)Divine Boon
7)Aegis
8)Heal Area
Mo/N #2
1)Offering of Blood {E}
2)Judges Insight
3)Balthazars Aura
4)Scourge Healing
5)Scourge Sacrifice
6)Smite
7)Smite Hex
8)Rez Signet
Mo/Me #1
1)Martyr {E}
2)Reversal of Fortune
3)Mend Ailment
4)Aegis
5)Guardian
6)Shielding Hands
7)Protective Spirit
8)Signet of Devotion
There it is guys, would appreciate some constructive critiscism.
Last edited by E Power; Jan 06, 2006 at 02:42 AM // 02:42..
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Jan 06, 2006, 12:18 AM // 00:18
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#2
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Krytan Explorer
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I would have to go against Insidious Parasite on the me/n. Perhaps if you made it an SS build... because as it is, the whole me/n build isn't really very good.
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Jan 06, 2006, 12:24 AM // 00:24
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#3
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Frost Gate Guardian
Join Date: Apr 2005
Location: Michigan
Profession: R/
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there doesnt seem a good reason to have the mesmer be a mesmer...the fast casting on this build wouldnt be benificial. seems that when you are running a curse/death necro it should be a necro...
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Jan 06, 2006, 01:14 AM // 01:14
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#4
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Lion's Arch Merchant
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Warriors : For the axe warrior, I'd advise you bring executioners over that second copy of penetrating attack :P. As for the sword, even with shock or gale, I would always bring sprint. It also has no cancel stance for frenzy. You don't seem to have very many warrior buffs, so I'd question the value of hundred blades as you're elite.
Eles: For the air ele, especially with stacked attunements, I personally prefer to have Lstrike as a semi-spamable skill, but thats more of a preference thing. On the eearth ele, iron mist is a bit of a waste. Theres only one chacter using lightning damage, so although it does slow, it will hurt you're damage ability on that target and has no effect on the healing on that person. I'd prefer to use Ward against foes as a slower, as you're entire team can attack things in the ward. WaF is generally better than WaM as well, since kiting a slowed opponent can drop mellee hits by well over 50%. I have a dislike of PBAoE, but w/e. I'd recommend you put obsidian on the ele to aid in single target spikes.
Mesmer: A necro can do most of its job better, but it is good for corpse control. MoP is a bit easy to avoid, but it is tombs. Insidious is also a rather weak spell.
Monks: The healer/pro are fairly standard, so no comments on those. As for the smiter, you may want to add smite hex to it as one of the major problems with your build is the complete lack of hex removal. Scourge healing is nice, but against boon prots its a waste slot. You don't have enough degen to be forcing heal party, which is one of the things scourge healing shuts down best. Holy strike is a touch skill. With a monks armor, I wouldn't want to be in touch range. I would generally use the KD time from bane sig to begin to run away from what was attacking me, not stick around a while.
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Jan 06, 2006, 01:46 AM // 01:46
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#5
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Lion's Arch Merchant
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Quote:
Originally Posted by wolfy3455
On the eearth ele, iron mist is a bit of a waste. Theres only one chacter using lightning damage, so although it does slow, it will hurt you're damage ability on that target and has no effect on the healing on that person.
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Regardless, iron mist is a very useful skill for relic runs, though I agree there is not enough air damage to be useful. However, perhaps if one of the warriors could be modified to use conjure lightning... Or even use shocking mods.
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Jan 06, 2006, 01:59 AM // 01:59
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#6
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Desert Nomad
Join Date: May 2005
Location: Near Your House
Guild: I Used To Own [ IUTO ]
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Quote:
Originally Posted by E Power
Here is the player allocation:
2x W/E
2x E/Me
1x Me/N
2x Mo/N
1x Mo/Me
W/E #1
1)Eviscerate {E}
2)Disrupting Chop
3)Penetrating Blow
4)Frenzy
5)Rez Sig
6)Exec. Strike
7)Shock
8)Axe Rake
W/E #2
1)Hundred Blades {E}
2)Final Thrust
3)Sever Artery
4)Gash
5)Galrath Slash
6)Shock
7)Frenzy
8)Rez Sig
E/Me #1
1)Elemental Attunement {E}
2)Air Attunement
3)Enervating Charge
4)Chain Lightning
5)Gale
6)Lightning Orb
7)Windborne Speed
8)Rez Sig
E/Me #2
1)Elemental Attunement {E}
2)Earth Attunement
3)Iron Mist (Used on monks in order to help air ele)
4)Earthquake
5)Aftershock
6)Ward Against Melee
7)Armor of Earth
8)Rez Sig
Me/N #1
1)Spiteful Spirit {E}
2)Awaken The Blood
3)Malaise
4)Insidious Parasite
5)Consume Corpse
6)Death Nova
7)Mark of Pain
8)Rez Sig
Mo/N #1
1)Offering of Blood {E}
2)Healing Seed
3)Orison of Healing
4)Infuse Health
5)Dwayna's Kiss
6)Divine Boon
7)Aegis
8)Heal Area
Mo/N #2
1)Offering of Blood {E}
2)Judges Insight
3)Balthazars Aura
4)Scourge Healing
5)Scourge Sacrifice
6)Smite
7)Smite Hex
8)Rez Signet
Mo/Me #1
1)Martyr {E}
2)Reversal of Fortune
3)Mend Ailment
4)Aegis
5)Guardian
6)Shielding Hands
7)Protective Spirit
8)Signet of Devotion
There it is guys, would appreciate some constructive critiscism.
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Have the Eles become
E/Mo to bring Judges
and no no on Sword as it is lower and less DPS and the elite... i dont think its worth it
ur pressuring the enemy so it would result to have a N/Me ...
change the Air Ele as Fire
that puts more AoE + Pressure
make the war ( Sword become a Axe / Hammer thats more DPS and chain kd if hammer.. well thats what i think.
since ur pressure, the wars will be on the enemy corpse control so u got the wells
Fire + Earth + 2 Wars + SS
as it is right now... eh
make one of the Healer Bring
Martyr instead of Prot
make go go prot bring SoD
there u go
Pressure Against any team
Anti- Ranger Spike [ SoD ]
Anti- IWAY [ Mass AoE + SoD ]
Anti- Something Else [ Gah Pure Skills ]
with
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Jan 06, 2006, 02:17 AM // 02:17
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#7
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Academy Page
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I have a question - was Power winning with this alot recently? Because it doesnt seem to be that spectacular of a build, honestly.
Notice how both Warriors dont take Sprint. It seems that kiting would easily reduce the DPS of the Warriors.
Personally, i think Spitefull Spirit is a terrible skill to use in Tombs. If you put it on a caster, it does minimal damage, (35 damage each time a spell is cast, and especially if the person with it on him simply moves to a corner it wont hit that many people). The only time it does serious damage is when its put on a Warrior thats stupid enough to attack through it.
Thats just the effect of it, the other thing i dont like about it is the fact that it must be on a Necro primary, or you cant get the 16 (or 18) curses. But since it takes so long to cast, its just interupt bait for any Ranger with Distracting Shot/Savage Shot.
I dont mean to turn this into a discussion on Spitefull Spirit, but in my opinion the skill is a waste in Tombs.
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Jan 06, 2006, 02:25 AM // 02:25
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#8
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No Luck No Time No Money
Join Date: Nov 2005
Location: Amherst College, MA
Guild: Scars Meadows [SMS]
Profession: Me/
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spiteful is useful because of all those f ing IWAY teams you encounter no way to HOH
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Jan 06, 2006, 02:39 AM // 02:39
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#9
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Wilds Pathfinder
Join Date: Jun 2005
Location: New York City
Guild: Wisdom of the Raven [MyM]
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Quote:
Originally Posted by a cadet
I have a question - was Power winning with this alot recently? Because it doesnt seem to be that spectacular of a build, honestly.
Notice how both Warriors dont take Sprint. It seems that kiting would easily reduce the DPS of the Warriors.
Personally, i think Spitefull Spirit is a terrible skill to use in Tombs. If you put it on a caster, it does minimal damage, (35 damage each time a spell is cast, and especially if the person with it on him simply moves to a corner it wont hit that many people). The only time it does serious damage is when its put on a Warrior thats stupid enough to attack through it.
Thats just the effect of it, the other thing i dont like about it is the fact that it must be on a Necro primary, or you cant get the 16 (or 18) curses. But since it takes so long to cast, its just interupt bait for any Ranger with Distracting Shot/Savage Shot.
I dont mean to turn this into a discussion on Spitefull Spirit, but in my opinion the skill is a waste in Tombs.
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I just came up with this build in 15 minutes. Haven't really tried it. Who says to put SS on the caster. Most teams will consist of a few warriors which means, SS > Warriors.
This is a bit of a modded balance, 1 sword 1 axe will stay, I was thinking about sprint, but I don't think anyone noticed windborne speed.
Bringing Martyr on a healing monk defys the purpose of a boon monk. Boon monk will use the energy for the healing skill + 2 from divine boon. Offering of Blood is the only way to keep my mana pool up. Martyr is also used on prot monks, not heal. If I choose to bring SoD, I will have to bring mend condition. The point of prot monk is Martyr + Mend Ailment to remove conditions from your team at all times.
The air spiker is a finisher, lightning orb can put out 100+ damage on a caster. With other skills alone, one air ele can put out up to 200+ damage in a few seconds.
I agree that Hundred Blades is pretty bad., I just don't know which elite for a sword warrior would be most helpful. For now, Hundred Blades was the only elite I saw useful enough as a sword warrior.
I will also be changing the Me/N to a N/Me. As you may know, necro's have a larger radius of casting spells, ranger spikes will not be running up to a necro, sacrificing its life to interrupt a single SS.
Putting Judges Insight on a Ele will either take away from its damage source or its energy pool. I would much rather have a single monk devoted to being a smiter then mix it up and reduce the effectiveness of the single ele.
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Jan 06, 2006, 03:23 AM // 03:23
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#10
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Site Contributor
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Just looking at the necro:
You're using death nova. Outside of minion builds, death nova is hardly a worthwile skill. Relying on your allies to die is a bad strategy for obvious reasons. If anything, take putrid explosion instead.
Malaise is a...weak skill. You're definitely not gonna get it to stick on a decent caster, so at its best it will act as a cover hex on rangers and warriors. I'd much rather have something useful like faintheartedness, which will work wonders against IWAY.
Same with price of failure, I'd rather avoid 50% of the attacks than just 25%.
You've got arcane echo and spiteful spirit on there, both 15e spells. You seem to have the intention of spamming SS on people. Unless things start dying really quickly, you'll be out of steam by the time you echo and cast 2 SS'es. Maybe invest in some energy management?
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Jan 06, 2006, 03:28 AM // 03:28
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#11
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Desert Nomad
Join Date: May 2005
Location: Near Your House
Guild: I Used To Own [ IUTO ]
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Quote:
Originally Posted by a cadet
I have a question - was Power winning with this alot recently? Because it doesnt seem to be that spectacular of a build, honestly.
Notice how both Warriors dont take Sprint. It seems that kiting would easily reduce the DPS of the Warriors.
Personally, i think Spitefull Spirit is a terrible skill to use in Tombs. If you put it on a caster, it does minimal damage, (35 damage each time a spell is cast, and especially if the person with it on him simply moves to a corner it wont hit that many people). The only time it does serious damage is when its put on a Warrior thats stupid enough to attack through it.
Thats just the effect of it, the other thing i dont like about it is the fact that it must be on a Necro primary, or you cant get the 16 (or 18) curses. But since it takes so long to cast, its just interupt bait for any Ranger with Distracting Shot/Savage Shot.
I dont mean to turn this into a discussion on Spitefull Spirit, but in my opinion the skill is a waste in Tombs.
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This isnt the Power u think... Power of My Rangerz...
is Gay and Runs IWAY Enough Said
Hmmm Mesmer Energy Heavy without Soul Reaping >_> As I Stated
Your Build Barely Causes Pressure
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Jan 06, 2006, 12:08 PM // 12:08
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#12
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Wilds Pathfinder
Join Date: Jun 2005
Location: UK
Guild: Portrayors of Valour [pV]
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The only kind of 'snare' you have is gale/iron mist. Now, unless you want to exhaust yourself for every single target and considering iron mist's recharge is 30 sec, most of the time people will just kite you.
My feeling on Spiteful is that it's only a problem when there's other hexes the enemy's monks have to concentrate on. I.e. a mass hex build. In such a situation, a warrior (or even two) can easily be shut down by Spiteful, cos as you said, smart warriors will not be attacking through it. Spiteful and a cover hex will be removed quickly. Malaise itself isn't a huge problem and will be prioritised below Spiteful and Price of Failure, PoF being a not so good hex itself unless combined with other stuff.
Basically it seems you have a lot of warrior hate but not enough for a monk to not be able to handle.
Are you sure you can handle tombs with 2 healers?
I'd also like to comment on the monks you've got. Divine Boon on a healer monk is...maybe not so much overkill, but it will drain him of energy pretty quickly, and you have no other supporting character with Blood Rit/BiP/WoP. OoB is good, but with only 1 heal monk you're bound to run out pretty soon.
Another major flaw (especially in the current metagame), is you only have 1 hex removal. This is bad and won't get you far at all. Drop the Signet of Devotion from the prot for a start and put in Holy Veil on both your monks.
I'd say drop Armor of Earth for Ward Against Foes, it helps a LOT on relic maps as well as in general for monk support, if your monks know how to kite.
Also I find Glyph of Energy {E} much more comfortable on an Earth ele. This means you can comfortably bring Obsidian flame as well.
Enervating Charge is a pretty crappy skill. If you want weakness, you're better off putting it on the necro and have him spamming enfeeble around. I'd suggest putting in Lightning Strike as was mentioned before. Not sure of how great Chain Lightning is, but it might be ok in this build as it seems you'll be wanting to do damage to multiple targest instead of concentrating everything on one.
My 2 cents. Good luck with the build.
Last edited by Kabale; Jan 06, 2006 at 12:10 PM // 12:10..
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Jan 09, 2006, 12:56 AM // 00:56
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#13
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Lion's Arch Merchant
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Just a few tips,
- IWAY - running consume on a spiteful and price necro is inefficient and you may get raped by putrids or wells. Better to drop armor of earth for consume on the ele.
- spike team - pray for a bad spike and that your infuser has premonitions. If infuse is your only defense against spike, you will struggle.
- heavy hex teams - you're gonna get overloaded, even by just a run of the mill 2 mesmer migraine build. Holy veil a must.
- healing - you're not doing much. 1 healer, with infuse as only big heal? No heal party, WoH, or other? You're going to die quickly.
- prot monk - his energy management looks poor.
- alter maps - no spellbreaker = no capping. You also need to add in more interrupts than just the warriors and an e/quake.
- and finally, good luck!
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Jan 09, 2006, 02:23 AM // 02:23
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#14
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Krytan Explorer
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heal area=please dont use this
2 monks in tombs=people die, its not gvg
and necro/monk with blood and soul reaping is better then monk necro
Last edited by Sir Aurik; Jan 09, 2006 at 03:58 AM // 03:58..
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Jan 09, 2006, 03:52 AM // 03:52
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#15
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Banned
Join Date: Aug 2005
Location: California
Guild: [Dark]
Profession: W/
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Quote:
Originally Posted by Sir Aurik
heal area=please dony use this
2 monks in tombs=people die, its not gvg
and necro/monk with blood and soul reaping is better then monk necro
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i agree. any warrior heavy teams i run in tombs crush teams with a two monk backline.
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