Jun 03, 2005, 09:12 PM // 21:12
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#1
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Wilds Pathfinder
Join Date: Mar 2005
Location: www.talkingtonoobs.com
Guild: Final Dynasty
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What every team build should have.
When I make a team build, it generally has a theme to it, but I try to keep some things that every build needs IMO. To me, every build needs three monks. Two healer and one protection seems the norm, but I kind of want to try one removal, one Fi boon healer, and one protection monk.
For me, the obvious ones are
- Caster damage
- Warrior damage
- Monks
- Enchantment removal
Anyway, what things do you guys think every team build needs?
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Jun 04, 2005, 06:40 AM // 06:40
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#2
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Krytan Explorer
Join Date: Mar 2005
Location: Michigan
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There are way too many builds to generalize with what "every build needs." I've no doubt someone could come up with a janky build that doesn't use healers, and every other aspect of a build is unnecessary. Hell, you could run 8 mo/w with watch yourself, heal area, healing hands, healing seed, and just sit there and spam area, watch yourself, whatever, for an hour until the other team gives up. Can you win the hall? No. Could you hold it? Indefinitely.
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Jun 04, 2005, 05:16 PM // 17:16
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#3
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Frost Gate Guardian
Join Date: Apr 2005
Location: Lafayette LA
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What no Ranger!!!! LOL.
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Jun 04, 2005, 08:38 PM // 20:38
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#4
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Forge Runner
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*tie whoever that forget about ranger on a stick and burn them*
Make sure you press "YES" to ranger invite next time!
But really thou... Ranger do alot of damage... why so neglected?? I can do 100 per dual on casters... and unlike warriors... we don't get own by ward.
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Jun 05, 2005, 12:40 AM // 00:40
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#6
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Ascalonian Squire
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It doesnt matter how many monks you have, if you suck you suck.
Cntl-SpaceBar--------->"T" learn it, love it.
Try protecting your monks from the rushing warriors and archers, has it ever occured to anyone to try to defend their monks BEFORE taking damage? Groups with 3 monks have pathetic damage output (And usually lose). Most groups with 2 or 1 monks have either some tard with a sword/shield, or some noob wearing Ascalon City armor, and you lose not because you didnt have 3 months but because the monk in your group sucked, or you never defended your monk.
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Jun 05, 2005, 12:43 AM // 00:43
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#7
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Krytan Explorer
Join Date: Mar 2005
Location: Michigan
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Quote:
Groups with 3 monks have pathetic damage output (And usually lose).
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That's a terrible, and false overgeneralization. A few weeks ago, when we held the hall for hours a night, we ran with 3 monks, and our damage output was just fun. What you want to say is that lot's of bad teams lose, and feel the need to put in lots of monks because that's what they feel their problem is.
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Jun 05, 2005, 08:45 AM // 08:45
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#8
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Krytan Explorer
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Quote:
Originally Posted by buggsy
Groups with 3 monks have pathetic damage output (And usually lose).
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Please tell me you're joking.
-Virt
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Jun 05, 2005, 12:55 PM // 12:55
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#9
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Frost Gate Guardian
Join Date: May 2005
Location: Pasadena, California
Profession: Mo/
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I think he's talking about arena rather than tombs.
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Jun 05, 2005, 07:29 PM // 19:29
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#10
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Krytan Explorer
Join Date: Mar 2005
Location: Michigan
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Quote:
I think he's talking about arena rather than tombs.
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Uhh.. who cares about arena?
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Jun 05, 2005, 08:47 PM // 20:47
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#11
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Frost Gate Guardian
Join Date: May 2005
Location: Pasadena, California
Profession: Mo/
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Well, I mean, just offering an explanation that attributes incorrectness to confusion rather than ignorance. Or something. >.>
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Jun 06, 2005, 03:56 AM // 03:56
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#12
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Krytan Explorer
Join Date: Mar 2005
Location: Michigan
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I suppose, but who really takes a serious look at arena builds? I use it to test stuff, I don't test stuff to use it in arena, if you know what I mean.
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Jun 06, 2005, 04:20 AM // 04:20
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#13
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Lion's Arch Merchant
Join Date: Feb 2005
Location: New Mexico
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I think the optimum number of monks is 2.5. Most teams run with 3. The damage output can still be very good. In many battles SPIKE damage is what matters and also some continous grinding down with hexes.
I havent met the Savants in their current state but I bet that they run 1 warrior, 4 damage dealers and 3 monks. That seams to be a standard reciepe these days. 4 damage dealers with high spike damage can be nasty and hard to counter.
However the Savants are a guild - most teams in the Tombs are PUGS. Yes the damage output in the PUGS with 3 monks tends to be lower, since many tend to focus on some self protection. Another thing is that if you have 3 elementalists in your group the probably all use different elemental damage, so some of their damage doesnt stack as well as for example with the Savants. In other words they don't complement each other.
So yes a PUG team with 3 monks will have lower Damage output. The Savants are exceptions so their input is irrelevant for the casual player, since they are a cordidnated team with a focus...
so stop listening to M.......lol
(sorry had to throw that in there M)
Ratatass
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Jun 06, 2005, 08:41 AM // 08:41
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#14
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Just Plain Fluffy
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
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Air spike loses to player skill and a bit of preparation.
Why would we ever run an air spike build in tombs? That's something that you use to pick up random wins in 1v1, not something that you'd use to hold the hall for several rounds.
You should never expect us to be running the FOTM - we're infinitely more likely to be playing something that hates out FOTM.
Peace,
-CxE
__________________
Don't argue with idiots. They bring you to their level and beat you with experience.
Last edited by Ensign; Jun 06, 2005 at 08:44 AM // 08:44..
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Jun 06, 2005, 03:07 PM // 15:07
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#15
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Academy Page
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no such thing as "every team" or "optimal mix" it comes down alot to players and the mix of teams you meet as well.
One of the most successful teams ive had (took and held HoH for a while anyway) was 5 monks 1 mesmer(me) 1 War/Mo 1 Ele. - yes it took a while for us to take out the other teams, but we were almost unkillable LOL we had all the time in the world to do it. And once we had the altar, forget it . . . game over )
This group was excellent, nearly unstoppable, because we all played together well an new exactly what to do to cover and enhance one another. Dont get too "locked" into the idea that some particular class mix is perfect, it just isnt the case.
Actually the team that beat us was 3 mesmers 3monks 2 ele . . . how they did it im still not sure LOL . . . but thats what im saying.
Last edited by shawn23233; Jun 06, 2005 at 03:13 PM // 15:13..
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Jun 06, 2005, 11:08 PM // 23:08
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#16
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Ascalonian Squire
Join Date: Jun 2005
Location: Brisbane, Australia
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What should every team build have? For One on One's, I'd definately say Frozen Soil. Beyond that, there aren't too many hard-and-fast rules - it all depends on what complements your build. Nature's Renewal might be amazingly good for one team build, but abysmal for another.
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