April 12th, 2007, 22:55
(This post was last modified: April 13th, 2007, 18:12 by Lurker Wyrm.)
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Just a random build I thought up. It's not original or anything, but it should do the trick. Attributes are just guesses since I didn't look up the point distributions.
P/E
Spear: 13 (11 +1 +1); Leadership: 8 (7 +1); Air Magic: 10; Earth Magic: 6
Weap 1: Shocking Spear of Enchanting; Weap 2: Shocking Spear of Fortitude
Conjure Lightning, Iron Mist, Anthem of Flame, Aggressive Refrain, Swift Javelin, Cruel Spear, Disrupting Throw, Signet of Return
P/E
Spear: 12 (10 +1 +1); Leadership: 8 (7 +1); Command: 4 (3 +1); Air Magic: 10; Earth Magic: 6
Conjure Lightning, Iron Mist, Aggressive Refrain, "Go for the Eyes!", Angelic Bond, Vicious Attack, Anthem of Flame, Signet of Return
P/E
Spear: 12 (10 +1 +1); Leadership: 8 (7 +1); Motivation: 4 (3 +1); Air Magic: 10; Earth Magic: 6
Conjure Lightning, Iron Mist, Aggressive Refrain, "It's Just a Flesh Wound!", Song of Power, Swift Javelin, Disrupting Throw, Signet of Return
P/E
Spear: 12 (10 +1 +1); Leadership: 8 (7 +1); Motivation: 10 (8 +2); Air Magic: 10;
Conjure Lightning, Aggressive Refrain, Glimmering Mark, Zealous Anthem, Leader's Zeal, Swift Javelin, Wild Throw, Signet of Return
P/E
Spear: 12 (10 +1 +1); Leadership: 8 (7 +1); Command: 9 (8 +1); Air Magic: 10
Conjure Lightning, Aggressive Refrain, Water Trident, Awe, Godspeed, Swift Javelin, Wild Throw, Signet of Return
Mo/A
Prot: 14 (12 +1 +1); DF: 12 (11 +1); Heal: 6
Return, Dash, Divert Hexes, Dismiss Condition, Reversal of Fortune, Spirit Bond, Signet of Devotion, Gift of Health
Mo/A
Heal: 14 (12 +1 +1); DF: 12 (11 +1); Prot: 6
Return, Dash, Light of Deliverence, Infuse Health, Dismiss Condition, Signet of Rejuvination, Orison of Healing, Smite Hex
Rt/E
Restoration: 14 (12 +1 +1); Channeling: 11 (10 +1); Spawning Power: 6; Air Magic: 6
Weapon of Remedy, Weapon of Warding, Splinter Weapon, Bloodsong, Life, Mend Body and Soul, Gale, Storm Djinn's Haste
Edit: added 8th char, fixed the skills of the Divert monk, switched Iron Mist for Zealous Anthem on the motivation para.
Edit 2: added a few skills that can be used as the 8th for the rit. Don't forget it's the flagger, so Soothing Memories would give the energy back while holding the flag. Splinter would add a lot more damage, but also require a new att distribution. Put Wild Throw instead of Disrupting on the paras that seem to have a higher energy demand.
Edit 3: changed the rit, ignore the edit 2 notes for it.
Edit 4: changed Dwayna's Kiss to Smite Hex on the heal monk.
Alea Jacta Est - Caesar
I live my life by Murphy's Law.
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Looks like a build that could actually do the trick. Nice job
I am only wondering what our 8th character will be for that build.
Also both the 4th paragon and the 1st monk are not using any elite skill. Is there any reason for not giving them any elites?
Wouldn't mind to try out this build during our next GvG tho :D
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DamadmOO Wrote:I am only wondering what our 8th character will be for that build. Yeah, I realized I had forgotten an 8th char after I had turned the comp off for the night. I'll edit it in in a bit.
Quote:Also both the 4th paragon and the 1st monk are not using any elite skill.
The elite on the 4th para is Glimmering Mark, a hex that blinds a foe whenever they're hit with lightning damage. The elite on the 1st monk is supposed to be Divert Hexes. I put Convert in there by accident.
Alea Jacta Est - Caesar
I live my life by Murphy's Law.
April 13th, 2007, 08:37
(This post was last modified: April 13th, 2007, 11:08 by Lurker Wyrm.)
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Equipment:
All paras should have radiant insignias on all armor pieces. Pieces of armor that don't have an attribute or vigor rune should have a Rune of Attunement. They should have all 4 weapon slots used: 1) Shocking Spear of Fortitude (+15^50 or +15 while enchanted) and a Shield of Fortitude (with various defense against damage types), 2) Shocking Spear of Enchanting (+5e) and an Air Magic Focus, 3) Wand and Focus set with +30e/-2 regen, 4) Shocking Spear of Fortitude (+5e) and a Shield of Fortitude (same shield mods used as weapon slot 1).
The casters should have survivor insignias on all armor and vitae runes in their spare slots. All should have standard defensive caster weapons and off-hands.
How it's supposed to be played:
At the start of the battle all paras use Aggressive Refrain and then 1 of the ones with Anthem of Flame uses that (only 1 to avoid overlapping). Everyone goes out the teleporter if we're on our hall, otherwise we all go out the front gate. When there are a little over 5 seconds left until the start of the match everyone uses Conjure. As soon as Anthem of Flame goes up once the Conjures are up, the Song of Power para uses that, dipping into negative energy if need be. At about 25 seconds to start the Rit should start putting Splinter on people.
As soon as we reach the other team we focus fire on one of the monks to find out who the infuser is. Iron Mist should be used to stop opposing melee from harrassing the monks, though it doesn't matter if the Mists overlap, and should only be used when a monk is in distress. Otherwise it's used to stop their flagger or to force someone to lag behind in the case of a retreat. Whoever is using Iron Mist on a target needs to say so over vent to avoid double casting. Water Trident is there only for the KD. If a caster is knocked down by it then the para should follow up with Awe.
If the other team has LoD then we focus fire on 2 enemies at a time, if they don't then each para can target someone different to wear down monk energy.
Our monks should stay just inside casting range of the paras so that any enemy melee that try to attack them have to overextend.
The rit flagger should concentrate on planting the flag and keeping it in our favor.
If we're fighting at the flagstand then the paras should line up to make a wall to block enemy movement near it. Either completely blocking the entrance or making a line so that the enemy flagger has to navigate well out of the way around them in order to cap.
Godspeed is only used when called for by the leader.
Possible skill alterations: Wild Throw instead of Disrupting Throw.
Edit: added timing of initial Splinter Weapons.
Alea Jacta Est - Caesar
I live my life by Murphy's Law.
April 13th, 2007, 09:34
(This post was last modified: April 13th, 2007, 10:04 by DamadmOO.)
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Lurker Wyrm Wrote:Yeah, I realized I had forgotten an 8th char after I had turned the comp off for the night. I'll edit it in in a bit.
The elite on the 4th para is Glimmering Mark, a hex that blinds a foe whenever they're hit with lightning damage. The elite on the 1st monk is supposed to be Divert Hexes. I put Convert in there by accident. Hmm forgot to check or glimmering mark was an elite or not.
And i already thought that Convert Hexes was a very weird skill to use. Sure it has its uses but then you kind of need more copies of it within the team build.
About wild throw instead of disrupting throw. Many monks bring soldiers's defense lately. I think we could just mix and match a bit with those 2 attacks. Like bring 2 of each or something.
Further i just noticed that the Rt/E is missing a skill as well.
April 13th, 2007, 10:51
(This post was last modified: April 13th, 2007, 11:09 by Lurker Wyrm.)
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DamadmOO Wrote:About wild throw instead of disrupting throw. Many monks bring soldiers's defense lately. I think we could just mix and match a bit with those 2 attacks. Like bring 2 of each or something. The original idea behind Swift/Wild was to give us something to go through Aegis since that's still rather popular.
Quote:Further i just noticed that the Rt/E is missing a skill as well.
Oops. Fixed. Sorta.
Edit: actually, I think I'm going to redo the rit. Will post it once I come up with it.
Edit 2: new rit posted.
Alea Jacta Est - Caesar
I live my life by Murphy's Law.
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Have you thought about possible splits for the team? As you've written the "how it's supposed to be played" description, it sounds as if the entire team is going to be sticking together.
Maybe Paragon #1 and the LoD monk would have split duties?
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Could also take one para and the rit to split. and give another para storm djinn's so he can take over the flag running?
It will all depend on how the enemy team is splitting. If they do a 6-2 then we definatly want 2 monks to stay with the big group. If it gets a 5-3 then we can split the para's and send a monk with.
I think by giving one of the para's storm djinns we get more versatilty within the build.
April 13th, 2007, 13:34
(This post was last modified: April 13th, 2007, 13:46 by FoxBat.)
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You want me to lead *this* tonight? What ever happened to no gimmick builds?  I was thinking of conjure abuse, but somthing a bit more balanced at least, with a strong split... not to mention the question of whether we can even get 5 sufficiently unlocked paras. I'll post what I had in mind later and we can decide after what to run based on people's unlocks. Something like this could be very fun in next weeks' Alliance GvG scrim if nothing else.
Iron mist + Glimmering mark are going to be owned by veil unless we can fit some more hex spam in. I suggest either change glimmering for crippling or even defensive anthem, or else try to fit a reaper's mark necro in with sig of humility. (Probably in place of the glimmering mark guy ironically)
If the monks aren't going to go with gole/aegis, soldier's defense should function well with all the shouts going around. As opposed to maybe 3 seconds safety from dash which won't help vs water eles, and return whose cripple is going to be removed fast in the condition-heavy meta.
Anyone who is still running hex stacks these days is likely to have signet of humility, so at least veil on the other monk is vital. I personally don't care for non-boon Healer monks and would rather round out an LoD bar with reversal and SoA, but they seem to persist in HA for whatever reason. Anyway there should be room on his bar either way if the secondary is changed away from assassin.
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If we split then the Cruel Spear and Glimmering Mark paras go with the rit if need be. The rit should be able to defend against 2 people in our base long enough for us to collapse them 7v5 or 7v6. If they're hex heavy then the LoD monk gets a flag. If they're not using any hexes the Divert monk can go get a flag and the team should be able to be stable for a while without a second healer. Whichever monk is left to solo for about a minute (at most) just needs to remember to not get jittery and overheal. Keeping health bars maxed is pointless.
Quote:What ever happened to no gimmick builds?
You've got 1 team member that's crippled and we always have to wind up making substitutions to builds anyways. You want to know the truth? As long as we're PvE focused (i.e. most people only doing PvP on GvG night) we're never going to be able to run a balanced build that relies on player skill and timing. Also, consider the quality of our guests. How many people from the alliance have we had with us that really knew what they were doing? Case in point: when Kangaroo (This Is A War) guested for us as an adrenal spiker we were able to pull a few well timed spikes off since he knew how to do so from experience; when we didn't have him with us it took us almost a full hour of practice just to be able to get close to having one timed right against a stationary barrel and that collapsed for the most part when we went into an actual battle. Practice is irrelevent when its only happening once a week and barely that. Don't delude yourself into thinking we're capable of running something when we're not.
Having a goal of running well designed, synergetic builds is nice but a bit unrealistic. If we want to be able to run something like this then a lot of things will need to change and, to be honest, I don't see that happening since a lot of people have commitments that keep them from playing more.
Quote:Iron mist + Glimmering mark are going to be owned by veil
Neither hex is critical and only really used to relieve/cause added pressure, so it's not really going to break us if they get removed. Also, Glimmering Mark has a 5s recharge, so if we really need it on someone it will be available. We have enough energy management from the rest of the build that putting it on more than once every 30 seconds shouldn't be a problem.
Quote:As opposed to maybe 3 seconds safety from dash which won't help vs water eles, and return whose cripple is going to be removed fast in the condition-heavy meta.
If a monk gets snared by a water hex then we have Divert. Return isn't used for its ability to cause cripple, it's used for its ability to shadowstep out of danger, if you're using it to cause cripple then you're not using it right. Could also use Death's Retreat or Recall but DR has a longer recharge and Recall is too expensive. Dash is good for a quick getaway and has a short recharge. Use it when you're being chased and you'll find you can get away, cast a quick spell, and start kiting again without being hit. Even if the person chasing you has a +33% boost on them you'll still be able to take fewer hits than if you were just running at normal speed.
Quote:Anyone who is still running hex stacks these days is likely to have signet of humility, so at least veil on the other monk is vital.
Meant to put Smite Hex (now that it has a reduced recharge it's better than Veil in NR situations) on the heal monk.
Quote:I personally don't care for non-boon Healer monks
Don't underestimate them. Boon healers got weakened with the GoLE nerf, making it harder to spam HP. Heal is good, you just have to make sure you're not overhealing. If the secondary was changed to war from assassin then you'd still be using 2 defensive stances/skills so I don't really see how Dash and Return are eating away at the skill bar.
Alea Jacta Est - Caesar
I live my life by Murphy's Law.
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