May 10, 2005, 02:26 AM // 02:26
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#1
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Ascalonian Squire
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Easiest to play, most effective builds in public games?
I don't have a guild yet, really, and so I just play in public games in the Tombs. So there's not much teamwork or coordination going on, and I don't predict there ever will be.
What are some of the easiest to play, most effective builds and ways to play in such a situation. Most public players aren't capable of helping each other out very well, so what do you think is best way to exploit this fact?
I'm thinking Hex spells on your target, and Enchantment spells on yourself are a must. People aren't fast enough or aware enough to remove either of those things efficiently, so maximising those two things is very important. But I'm not sure what classes are best at providing those two things. Any suggestions?
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May 10, 2005, 04:28 AM // 04:28
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#2
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Krytan Explorer
Join Date: Mar 2005
Location: Michigan
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Quote:
People aren't fast enough or aware enough to remove either of those things efficiently,
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Yes they are.
First, never base a build off a presumed weakness of your opponents. Build it around specific strengths. Not only is that not true, and every group in tombs worth their snuff will have enchant, hex, and condition removal, but making any assumptions about the ineptitude of your opponents is only going to result in your loss when you play a semi-decent or better team. If you want to win constantly and steadily in Tombs, go with either a guild, or a group of players that are all equally competent and that have planned their builds together. Yes, I know, someone or other has held the HoH in a pug, good for you. But, 95% of the time, you need an extremely efficient and organzed team build.
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May 10, 2005, 05:48 AM // 05:48
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#3
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Ascalonian Squire
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I specifically asked for builds for pug play.
I was asking for easy to play, effective builds for disorganised pug games, since I don't have a guild. I want to know what's an efficient build that exploits the weaknesses of the pug team. The vast majority of pug teams have no significant ability to remove enchantment or hexes, from what I can see, their coordination and skill is just too poor.
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May 10, 2005, 06:42 AM // 06:42
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#4
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Ascalonian Squire
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I have also only played "pug" PvP. I have noticed a suprising amount of skill from many of the players, and i also carry disenchants =) Anyway, To be effective in the arena you need to have a good offence, obvious i know. I try and focus on killing one type with my skill set, while having abilitys that allow me to escape or weaken the other type. Like a ranger with interupts for caster killing and snares for escapeing warriors. It's very hard or imposable to make a build that excels at both caster and melee killing. Here are some general tactics I use:
1: Beable to heal youself with some efficiancy (troll unergent, necro blood line), many times there will be no monk in the party, and if there is there's a good chance he sucks or will die quickly.
2: BRING A REZ! There is no other skill that will deal more damage/disruption than rezing one of your allies!
3: stick with the group when they move, and kill any enemys who are too dumb to do so on the other team first.
4: Kill enemy monks first, easier said than done if the enemy team knows what they are doing.
5: If you can intrupt, stop the monks from rezing downed players, probably the hardest thing to do early on, but i have seen too many games lost do to unlimited monk rezes (W/Mo's are famous for this).
6: Don't let yourself stickout (as a non-tank). If you look like a good target you'll become one. Tanks ignore this, taking damage is half your job.
7: Get the best armor upgrades you can find. PS: most elemental magic damage is direct damage, all direct damage hits the chest, so.... get a chest piece that has a good elemental AL. You'll take slightly more damage in melee (as chest is hit 3 of 8 times you are hit) but if you are getting hit with any kind of elementalist spells, it'll pay off in the end.
Hope that helps... as far as premade builds, this site has several good to not so good builds to choose from.
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May 10, 2005, 02:05 PM // 14:05
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#5
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Ascalonian Squire
Join Date: May 2005
Location: Fortress-Monastery
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Good ol' Warrior/Monk is a solid class to start with. Personally, I avoid enchantments and too many spells and stick with core Warrior skills. Most people expect W/Mos to carry Healing Hands, Breeze, etc., and all warfare is based on deception as the quote goes.
Now, my main W/Mo build isn't all that easy to play, so I don't necessarily recommend it. But it does kill things, kill things dead, so you're welcome to give it a whirl if you like:
My self-styled Knight of Absolution:
12+1 Strength
12+1 Axe Mastery
3 Protection Prayers
Swift Chop (block/evade pwner)
Disrupting Chop/Executioner's Strike (interrupt/damage)
Dismember/Eviscerate* (Deep Wound *Elite)
Axe Rake (Cripple)
Sprint
Endure Pain
"I will avenge you!"
Rebirth
The only condition is you can never retreat and never surrender.
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