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Team Arenas

Well I've been running things similar to these builds in RA to tweak them a little, here's the lowdown on how it works. (Or at least, as much as we've gotten to work.)

Nature's renewal is the "core" of this build, because it makes life more difficult for the ubiquitous prot monks with shield/guardian/aegis on their bar, and it totally ruins common hex pressure when combined with interrupts. What enchants we do run are kept to 1/4th second cast to minimize the impact on ourselves. Some teams are aware of this and will try to wait outside it's area of influence, although the ranger can try to harass and "pull" them in, or you can wait to set up NR discreetly after the battle has started.

The moebius assassin is fairly straightforward, high-pressure attacker and is the majority of damage in the build. Typically you spam death blossom->moebius endlessly, and use horns for a knockdown. Once the target gets below 50% you can just spam horns so they don't move until they die. Targets that try to stand next to an ally or spirit to prevent knockdown should be punished with the AoE from death blossom. We are trying unseen fury since we have blind spam from the paragon, and added swift javelin to the build so we can get blind on a blocking target. This seems a little janky but is worth testing out more. One current issue is that the assassin can be spiked out about as easily as the monk, so trying to get some more defense on him is something to work on, though choices like critical defenses aren't as stellar under nature's renewal. This role could concievably be replaced by another high-damage character like a hammer warrior/thumper, melandru dervish (although no harrier's grasp), possibly a spear rampager as well, though I'd like to try the ebon dust/dark fury synergy a bit.

The ranger plants nature's renwal, spreads poison around the enemy team, and harrasses the spellcasters with interrupts and daze (which is buried by poison). Often we had the assassin harassing the second spellcaster on their team (mesmer or ele) while the ranger sat on the monk to keep him from healing as well and splitting his attention. When you see a necro or backfire mez, it's typically the other way around with the ranger interrupts shutting down the slow-cast hexes. Once an enemy goes down, watch for the swirly animations over the rest of the team's heads for rezes to interrupt. Mending touch effortlessly cleans blind off yourself and is needed to clean it from the paragon, as well as removing daze or spike conditions from the monk. Natural stride may really be the better choice over SQ because aside from the defense, you also need to run around to remove conditions and get close to your target before firing Broadhead. Mending touch isn't a great counter to blind on the assassin though as the ranger needs to mostly hang in the midline, in such a case priority should be placed on shutting down the blindbot. (Attunements are 4-second interrupt fodder under NR.)

The paragon is a little strange and difficult to play, as it has many responsibilities. As we found out, agressive refrain is expensive, unless you cast it at the beginning of battle and keep it up with anthem of flame, then its not such an issue. At the start of battle, you put up ebon dust aura, and start building adrenaline. Remember that the blind only triggers on attack *skills*, not attacks. You primarily spam barbed spear to trigger the blind, which also buries the blind under bleeding. You can use vicious and swift to apply more blind if it's getting taken off quickly, or in an emergency situation such as a shadow prison assassin jumping in or hammer warriors knocking down the monk. You spam "Go for the Eyes" to add a bit of damage, as well as energy management for the assassin and more importantly yourself, so you can keep using those attack skills. Dont forget to cast anthem of flame as this adds a bit of pressure to the team and ensures agressive is renewed if you are having trouble building adrenaline. As mentioned earlier you can blind a blocking target with swift javelin to enable unseen fury. The paragaon can also spike a low-health target by putting up GftE, then throwing vicious and then swift: it's important for us to coordinate this better as it's the only source of deep wound on the team right now. In the case of an all-spellcaster team (which we ran into several of), you instead try to spread bleeding to everyone and then pressure/blind the assassin or ranger's target.

Not much to say about the monk because it's fairly standard, though we use smite hex because nature's renewal totally destroys veil, and with typical hexes taking at least 2 seconds under NR it's fast enough to remove something nasty before it can be covered. One thing I did notice on my successful gladiator point runs with the assassin was that the monk would put protective spirit on me as I was charging into battle. Concievably the monk doesn't need that extra 10 energy at the start and the squishy assassin benefits from the protection. This trick works better with prot spirit's long duration (and we can try swapping that in) but it applies to spirit bond as well. Keep in mind that if you are crippled or snared with shadow prison, trying to kite is actually a bad idea as you'll just give a melee free critical hits for moving.
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As Fox mentioned, the monk is fairly straightforward. The one thing to keep in mind is, with mending touch on the ranger, save dismiss condition for yourself and the assassin. And if hit with a daze, tell the ranger immediately and if possible run towards him.

Ajax
"I can picture in my mind a world without war, a world without hate. And I can picture us attacking that world, because they'd never expect it." --- Jack Handey
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Just chiming in to say that after my introduction to PvP earlier tonight thanks to some patient RBers (thanks for putting up with me guys thumbsup ) I find that it's a lot of fun so I'm definitely willing to go at it some more.

Unfortunately I'm kind of skills-deficient. In the past I took an E/Mo and W/N to Kryta and the Shiverpeaks (respectively) so I have most of the Prophecies-questable skills for those professions up to that point unlocked, but very few for the other ones (and only 1 elite, 'Charge!'). No Factions skills, and only a handful of Dervish/Paragon skills. cry

Definitely going to work on remedying that. Only 1800 more Balthazar faction until I can get Eviscerate and Shock unlocked for PvP, so that should be fun. smoke
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Just about any melee pressure damage character is subbable for the assassin in the nature's renewal build posted, and we did just that tonight, worked reasonably well.

Here's a cheap build for you:

Shock-Axe

12+4 Axe, rest Strength, leftover air

Bull's Strike, Shock, Frenzy, Eviscerate, Executioners, Critical Chop, sprint, res sig.

Forgot to mention bull's strike earlier, it's a very nice skill with all the running enemies will do. You can actually cap it with a signet of capture in the northern shiverpeaks. (You should be able to buy signets of capture from the skill trainer in our guild hall.)

Critical chop is avaliable in kamadan (just roll a temporary new warrior in nightfall, speed through the initial mission, and buy that plus 4 other skills for some cheap unlocks.)

Also as a warrior, you should make your gloves with a stonefist inscription, that lengthens the knockdown of skills.


Other thoughts we had are subbing a offensive spirit spam ritualist for the paragon. (Though the paragon is fairly effective.) Teams seem to be pretty good at killing nature's renewal, perhaps we can protect it better through bodyblocks or putting it more out of the way, but a spirit nest can accomplish the same goal.
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Imo it's not really worth using a skill point on a quest skill. Considering the number of skill you have to buy it's not very efficient to do that. Would probably be easier for him to just do Zaishen Elite and get it via faction.

About the ranger... if you're going to be using BHA and can land it regularly (aka getting in point blank) then you should only need Distracting to take out res sigs, Savage is unneccessary. Also, shouldn't need anything other than radiant/survivor insignias on it since the 70phys and 100elem armor is plenty.

Paragon has a lot more versatility than an offensive rit, though both have their merits. Having more spirits around would make things harder for the other team (either they take the time to take them all out or just take the punishment) and would make protecting NR easier (body-blocked by spirits, what a way to go). However, if they bring a mes with Spiritual Pain or Unnatural Sig, it's pretty much game over.
Alea Jacta Est - Caesar
I live my life by Murphy's Law.
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Just a heads up that during this "lucky" weekend, faction and gladiator point rewards are doubled for random and team arenas. Some incentive to get some games going this weekend. [Image: thumbsup.gif] You can also consider it good split-team gvg practice.


About the ranger: Well, I've enjoyed having the reduncancy of savage shot, as you can interrupt 2 sigs as well, trying to hit reversals for extra damage, daze one and let the sin stay on it while interrupting another, have a backup in case they clean daze etc, but I suppose pin down could go in the slot and snare those kiters. Not a whole lot of useful things to put on a ranger unfortunately.

A melandru dervish may well be the most efficient option for this build if we can find some quick-casting enchanments (no harrier's grasp hurts..) The condition immunity means the ranger hanging out by the paragon is enough to nullify blind, nature's renewal + interrupt basically destroys all enchantment-based blocking and wild blow destroys all stance-based, plus imbue health is nice for saving the monk. A theoretical downside is that smart teams might have good reason to run away from NR's radius until melandru's drops.

There's also a number of standard variations for secondary on the monk. Ranger for natural stride, warrior for shield bash, disciplined stance, or thanks to the paragon, soldier's stance, conviction from the dervish, etc. We could even try playing with a resto rit, though I've not found them a very viable replacement so far.

Some of the caster-lovers might like an alternative build to use this weekend, but I still don't understand mesmers or personally like necro-hex builds, though both can be very effective. Prod me with ideas and maybe we can come up with something though.
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Two more interesting builds to try:

Weapon of Monk Stomp

The rit puts weapon of fury on the thumper, which lets them spam hammer bash, and warmonger's weapon on the spearchucker. The spear stays on the monk keeping them from getting any heals off, while the thumper keeps disabling and hurting another squishy. The rit has a few more spells then to keep the monk safe. A low-energy set is vital for using purge signet.

For the hex lovers out there, Caster Headache, at least somewhat different from the standard Reaper's Mark FotM. The Anti-Melee might be replaceable with a necro and a few different skills.

In each build I'd probably replace the non-monk's purge signet with res since we aren't quite that leet. The monk build in the hexer could really be quite different too.


A few more melee builds to choose for subbing in:

Dragon Sword

[url="http://gw.gamewikis.org/wiki/Build:W/E_Aggressive_Hammer"]Agressive Hammer (better in a Hex build)

[/url]Fierce Hammer


Healing sig is generally not as useful in TA, so it can be replaced with self-condition removal like mending/plague touch, or if you have the room, sometimes enraging charge and rush on the same hammer bar.
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