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Metagame 3/11/07

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Metagame 3/11/07 Empty Metagame 3/11/07

Post by Tearz Sun 11 Mar - 9:06

A/W
10+1 Critical Strikes
12+1+1 Dagger Mastery
8+1 Deadly Arts

Shadow Prison [e]
Expose Defenses
Burst of Agression
Black Lotus Strike
Twisting Fangs
Black Spider Strike
Blades of Steel
Res sig


A/W
10+1 Critical Strikes
12+1+1 Dagger Mastery
8+1 Deadly Arts

Siphon Speed
Shadow Prison [e]
Burst Of Agression
Black Lotus Strike
Horns of the Ox
Black Spider Strike
Twisting Fangs
Res Sig


N/E

Soul=12+1+1
Curse=12+1

1. Reaper's Mark
2. Parasitic Bond
3. Faintheartedness
4. Insidious Parasite
5. Price of Failure
6. Reckless Haste/Vocal Minority
7. Glyph of Lesser Energy
8. Resurrection Signet

Weapon:

Weapon Sets:

1. +15%/-5e 20% recharge Wand and A +30 HP shield with +10 vs./Blunt/Fire/Lightning/Cold/Earth/Piercing/Slashing/etc.
2*. 20/20 Curse Wand and +30 Health 20% Curse Recharge off hand
3. 15>50 Staff W/+60 Health
4. High Energy/+15+15/-1-1


Insp:12+1
Illus=10+1+1
Fast=8+1

1. Migraine {e}
2. Conjure Phantasm
3. Images of Remource
4. Signet of Humility
5. Mantra of Persistance
6. Signet of Disruption
7. Spirit of Failure
8. Resurrection Chant

Weapon Sets:

1. +15%/-5e 20% recharge Wand and A +30 HP shield with +10 vs./Blunt/Fire/Lightning/Cold/Earth/Piercing/Slashing/etc.
2. 20/20 Illusion Wand and +30 Health 20% Recharge off hand
3. 15>50 Staff W/+60 Health
4. High Energy/+15+15/-1-1


*Free Slot*

Optional Characters:
@E/Mo Water Trident@
N/Me Depravity Necro
@R/Mo Burning Arrow@
Rt/E Splinter Wep
Me/Mo Mantra of Recovery

@=suggested
Next post=backline+runner


Last edited by on Mon 12 Mar - 18:05; edited 4 times in total

Tearz
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Metagame 3/11/07 Empty Re: Metagame 3/11/07

Post by Tearz Sun 11 Mar - 9:12

cont.

Mo/E
12+1+1 Protection Prayers
9+1 Healing Prayers
9+1 Divine Favor

Divert Hexes [e]
Spirit Bond
Dismiss Condition
Reversal of Fortune
Purge Signet
Gift of Health
Glyph of Lesser Energy
Aegis


Mo/A
12+1+1 Healing Prayers
12+1 Divine Favor
3 or 3+1 Protection Prayers

Light of Deliverance [e]
Infuse Health
Signet Of Devotion
Words of Comfort
Dwaynas Kiss
Dismiss Condition
Holy Veil
Dark Escape


Mo/E
12+1+1 Protection Prayers
11+1 Divine Favor
6 Air Magic

Zealous Benediction [e]
Storm Djinn's Haste
Reversal of Fortune
Mending Touch
Spirit Bond
Holy Veil
Glyph Of Lesser Energy
Aegis

Next post=Team Strategy

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Metagame 3/11/07 Empty Re: Metagame 3/11/07

Post by Tearz Sun 11 Mar - 9:19

Team Strategy

To start off, the necro picks up the flag while the runner waits back/gets the repair kit. The entire team except for the runner then rushes towards the flag stand. Once there, each person gets on their respective targets and begins casting. They do their jobs until around 2:00, where the sins will run behind the casters, then Shadow Prison when the wars follow them. During this, the monks and other casters should not move back unless they are losing. This strategy is only if the teams are evenly matched. Sins can repeat this, but know after around 2 times the wars will know what you're doing.

If turtling, send the Siphon Speed sin, the free slot, and the ZB runner out the back door, if there is one. This way you can get at least some NPC kills. This Build is NOT meant to gank at end of VoD. This means that the only gank that would happen would be a fast NPC gank. The build loses it's effectiveness if it splits. If you are winning but not enough to run inside the base, send the free slot and the necro to kill all of the NPCs around the base. Be careful though; they could push out when you're killing the NPCs, so you need to watch.

If they are ganking, there are different things you do for different situations:

1 person gank=just the ZB runner.
2 person gank=ZB runner and the free slot.
3 person gank=ZB runner, free slot, and Siphon Speed sin.

Next post=specific strategies

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Post by Tearz Sun 11 Mar - 9:34

Specific Strategies

Expose Defenses Sin:
Okay when you start off at the flag stand, wait till around the 0:45 mark to start attacking. This way the hexes can be placed, so the monks will be paniced. Your first target SHOULD be the person holding the flag, that way you can try to get the first cap. Also WATCH FOR OVEREXTENDING MELEES! These are most likely the easiest targets you can get, other than overextending casters, so make sure you watch those. Also, if you aren't getting any kills after 1:45, switch on and off between the casters and the monks. If possible, try to coordinate with the other sin to attack both monks at the same time.

Siphon Speed Sin:
Unlike the Expose Defenses sin, you start out right away attacking the closest caster. Best targets=mesmers, ritualists, necros, and rangers.
If you do fight a ranger that has natural stride, make sure to put siphon speed on him after he activates it. This way, with BoA, you get the combo off. Also, if running this build, PLEASE LOOK AT TEAM STRATEGIES SECTION! It's very important that you know what to do. Okay so after your first caster target, switch to an active monk (meaning either Divert Hexes or ZB) if you see one. Unless they gank or push you back, the only people you attack from then on are monks and the flag runner.

Migraine Mesmer:
Okay start out by putting Migraine, Frustration, and Conjure Phantasm on a monk. If they have Holy Veil on them, use Conjure Phantasm first, then that combo. If you see your hexes being removed faster than a Holy Veil, look at the other monk and use Signet of Humility on him/her. Stay on the other monk, though, because that means he is the 1) spike stopper or 2) active healer (meaning he has high healing spells). If you want, migraine the active healer and put frustration on the Divert Hexes. If it isn't DH, use Conjure Phantasm+Images of Remorse. Also, if your monk is sufficiently shut down, use images of remorse on him and on a random target. Also, keep spirit of failure up on their melees because it should help your monks hugely. If a monk dies, try to overload the other monk with all of the hexes you have EXCEPT Frustration. After the dead monk is ressed, put Frustration on him ASAP and try to interrupt his healing skills.

Reaper's Mark:
Most likely the easiest build in the team, but the hardest to play well. Keep Price of Failure+Reckless Haste up on the melees, put Faintheartedness on either the Rangers or the Degen targets, and put Reaper's on any random target you see. On the monks, do Reaper's, Faintheartedness, and Parasitic. On everyone else, do Reaper's and Parasitic, and do Faintheartedness if your energy can handle it. It sounds easy written, but remembering when you did which hex on which target is hard to do for a 20 minute battle, so be sharp and focused.

*Doing Strategies for the other builds after my head stops throbbing*

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Post by Guillaume De Sonoma Sun 11 Mar - 14:19

On the mesmer Power Leak and Power Return make no sense on the same bar. The migraine mesmer I ran when we reached our peak on the ladder was:

Mes/Mo

Insp:12+1
Illus=10+1+1
Fast=8+1

1. Migraine {e}
2. Conjure Phantasm
3. Images of Remource
4. Signet of Humility
5. Mantra of Persistance
6. Power Drain
7. Spirit of Failure
8. Resurrection Chant

Weapon Sets:

1. +15%/-5e 20% recharge Wand and A +30 HP shield with +10 vs./Blunt/Fire/Lightning/Cold/Earth/Piercing/Slashing/etc.
2. 20/20 Illusion Wand and +30 Health 20% Recharge off hand
3. 15>50 Staff W/+60 Health
4. High Energy/+15+15/-1-1

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Post by Tearz Sun 11 Mar - 14:25

free slot quick strategies:

Burning Arrow:
Spread the poison around, and do burning arrow on random casters when you can. Try to interrupt the necro/mes on their team (monks will love you for this). Make sure you bring Natural Stride incase you need to gank/anti gank or if they have a ranger who might interrupt Apply Poison.

E/Mo Water Trident:
Snare Targets= Flag runner, monks, sin target, gankers
Trident Targets= Flag runner, melees, sin target, gankers
Bring=Water Trident, Freezing Gust, Deep Freeze, Heal Party, Glyph of Sacrifice, Res Chant must haves


Regular Strategies:

Light of Deliverance:
Okay basically you want to be a little bit farther forward than the monk would usually be because you need to be able to catch sin spikes/regular spikes on your melees. If they split, stay back a little farther than a monk normally would so your LoD can, hopefully, reach the anti-gank team. Don't be afraid to super overextend to stop a spike That's what Dark Escape is for. Isn't for speed boost, it's for the damage reduction (even though the speed boost is nice). Try to save Holy Veil for the Divert Hexes, if possible. If they're a spike, keep up on you whenever possible.

Divert Hexes:
If you ever have a dangerous hex on you, spam it so the LoD can take it off you. You ARE the main hex removal in this build, so you shouldn't be falling asleep. If they aren't a hex build, use Spirit Bond, Aegis, RoF, and Dismiss Condition as much as possible. Of the two monks, this is the easier monking job technically, but requires much more skill selection during the battle.

Flag Runner:
I could go on for pages with this, so just look for a flag running thread on guru... Hi

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Post by Tearz Sun 11 Mar - 14:25

i know ty wil i just realized that... was gonna change but wanted to finish off strats first

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Post by Guillaume De Sonoma Sun 11 Mar - 14:40

Also the Necro might consider N/E with glyph of lesser.

We also ran this as our other hexer:

N/E

Soul=12+1+1
Curse=12+1

1. Reaper's Mark
2. Parasitic Bond
3. Faintheartedness
4. Insidious Parasite
5. Price of Failure
6. Reckless Haste/Vocal Minority
7. Glyph of Lesser Energy
8. Resurrection Signet

Weapon:

Weapon Sets:

1. +15%/-5e 20% recharge Wand and A +30 HP shield with +10 vs./Blunt/Fire/Lightning/Cold/Earth/Piercing/Slashing/etc.
2*. 20/20 Curse Wand and +30 Health 20% Curse Recharge off hand
3. 15>50 Staff W/+60 Health
4. High Energy/+15+15/-1-1

* I have a second weapon set I put in its place if they are melee light which is 20/20 Soul Reaping and +30 Health 20% Soul Reaping Recharge off hand.

Guillaume De Sonoma
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Post by skye Sun 11 Mar - 17:25

hmmm wouldnt the infuse monk be more effective with balance stance instead of dark escape? that way he'd have a better chance of being able to stop spike, and be able to kite better since no criticles. Should the divert be using prot spirit since its pretty powerful and the infuser isn't using prot spirit?

for the gank with 1+ first, who turns into secondary flag runner if needed? and with 2 person gank, shouldnt the sin go back to base because of his damage potential while the snare would just snare, and would take up alot of wasted time trying to kill the target slowly.

good layout and really good explanations =D. seems effective
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Post by Tearz Mon 12 Mar - 16:24

okay here it goes...

for the infuse, balance stance isn't as effective because it doesn't halve the damage, and as you know, infusers are the second spike target (after the 1st spike fails)... also spirit bond is more effective than prot spirit in this case because spirit bond cancels more of the damage, so it's less useful against pressure, but more useful against actual spikes (and sins)

okay for 1 ganker, secondary runner would be the R/Mo and if 2 person gank, the R/Mo can counter sins, casters, and other rangers. sins can be easily countered with a recall or a natural stride. also the main damage with the main team is the sins, so might as well. BTW main point of anti gank is to stop NPC kills, not to kill them (even though it's helpful)

also secondary flag runner for their 6/2 split would be the sin (who could alternate between attacking and running the flag)

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Post by Guest Mon 12 Mar - 22:20

so as long as the team don't split, it can handle team their level pretty well?

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Post by Guillaume De Sonoma Tue 13 Mar - 1:25

Actually those sins are incredibly strong when they need to split and so is a burning arrow ranger, if it is in the build.

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Post by Tearz Tue 13 Mar - 17:59

burning arrow will be

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Post by skye Tue 13 Mar - 20:28

hm, i still like warrior for infuse due to not being able to be kd'd but i understand that dark escape can save him too...

so is the free slot water trident or burning arrow? burning arrow = good for antigank, but water trident i wouldn'
t really think would work so well...

umm also, what would the point for chasing enemies out of the base be if they will just run right up again? unless we're smart and kill the theif. Smile
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Post by Guest Tue 13 Mar - 22:50

which u aren't i guess =p

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Post by skye Wed 14 Mar - 12:13

-.- ...
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Post by Guest Wed 14 Mar - 23:04

=DDD=ppp

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Post by skye Wed 14 Mar - 23:33

try to do this build without me on friday or saturday guys,.
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Post by Guest Thu 15 Mar - 1:14

lol y? it is like, when i can play GW u can't, and when u can, i usually can't lol......got a game next monday too, james come and watch, it is 4:00 in MCHS big & small gym =PPPPP

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Post by skye Thu 15 Mar - 2:29

hell no.
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Post by Guest Thu 15 Mar - 23:20

LOL....wil said he is gonna go but he had to go back to his hotel lol.....but anyways Je-Mao won his game and i lost 1 and won 1(doubles = not my specitily...i like to play singles better =-D)

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Post by skye Fri 16 Mar - 1:39

lolz, yay for Ma
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Post by Guest Fri 16 Mar - 18:57

it is MAO NOT MA!!!!!lol...yeah i used to call his ma-jaung(the game) but he got Really pissed off...so i lay off that name and decided to call his je-mao(wil actually invented it)

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Post by IceNutz Sun 18 Mar - 9:52

goddamnit... this post has degenerated to randomness too... soon it will be moved to the random post Smile
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Post by Tearz Sun 18 Mar - 12:29

plz dont take this offensively michael but dont post here... please...

AnYwAyS this build probably isn't very good anymore but might as well try when we GvG

(btw, since i know someone will ask, it won't be very good anymore because it has been meta for at least a month now...)

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