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Balance spike

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Balance spike Empty Balance spike

Post by Tearz Thu 30 Aug - 11:23

If we ever get 8 people id want to run this test build:

W/A Eviscerate, Executioner's Strike, Agonizing Chop, Rush, Frenzy, Bull's Strike, Death's Charge, Res Sig

D/A AoM, Wearying Strike, Emerite's Attack, Victorious Sweep (or strike idk), Disrupting Dagger, Dash, Heart Of Fury, Res Sig

P/W Defensive Anthem, Vicious Attack, Go For The Eyes!, Spear Of Lightning, Harrier's Toss, Anthem of Flame, Aggressive Refrain, Signet of Return

R/Rt Smoke Trap, Dust Trap, Barbed Trap, Trapper's Speed, Natural Stride, NR, Tranquility, Flesh Of My Flesh

R/Mo Crip shot, Savage Shot, Distracting Shot, Apply Poison, Natural Stride, Mending Touch, Troll Unguent, Res Sig

Mo/W LoD, Infuse, Dwaynas Kiss, Prot Spirit, Draw Conditions, Holy Veil, Soldier's Defense, Disciplined Stance

Mo/W RC, Spirit Bond, RoF, Guardian, Remove Hex, Aegis, Soldier's Defense, Disciplined Stance

Rt/A WoR, Weapon of Warding, MBaS(might switch to the GWEN skill that removes a condition if you are under a weapon spell), Wielder's Boon, Splinter Weapon, Warmongers Weapon, Dash, Bloodsong

Has a decent spike, all but monks/runner over 70 AL, traps+para shouts add defense as well as the Mo/W having stances, didnt want NR/Tranq because that doesnt require much thought IMO... Decided to put a AoM instead of a 2nd war so that way the war+derv+para can do a decent spike, incase the pressure wasnt good enough. Wanted the melee to be _/A for Death's Charge, just because its the easier way to do a spike. Might switch W/A to W/E for shock so the para can hit easily. Might also switch crip shot to R/Me Escape with Blackout (believe it or not people actually run that) but still in the test phase.


Last edited by on Fri 31 Aug - 13:13; edited 3 times in total

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Post by IceNutz Thu 30 Aug - 18:20

mmm interesting could you post the builds sometimes?
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Post by Krispera Thu 30 Aug - 20:24

I won't use WoR when GW:EN is out Razz!
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Post by skye Fri 31 Aug - 2:10

wish there wasa way to temporaily get rid of evasion.

also, what about hexway/heroway?
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Post by Tearz Fri 31 Aug - 10:31

skye wrote:wish there wasa way to temporaily get rid of evasion.

also, what about hexway/heroway?

There is a way to temporarily get rid of evasion: hack their vent and spam it so they all d/c. Other than that not that i know of

Also hexway/heroway takes no skill and is a waste of time gg.

I'll post the builds soon ice sorry

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Post by skye Fri 31 Aug - 12:50

no,no i mean againts hexway/heroway sux to lose againts ppl who are worse than us, even though it pwns
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Post by Tearz Fri 31 Aug - 13:09

hexway NR/tranq should take care of it. Against heroway the only antimelee is spiteful spirit, so that should leave the full dmg potential. also, defensive anthem should hold of the thumpers combined with double aegis, dust trap, and the crip shot. against a gank the crip shot and the war can split off, leaving the para, derv, and trapper at the stand, which still has a decent spike and the monks still have defense. thinking about switching a skill on the para for Watch Yourself! just so Soldier's Defense can be used to its full potential. against another balance the NR/tranq+traps should hurt enough, and if the crip shot is good enough it can dshot bsurge (but not really needed because of RC)

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Post by Tearz Fri 31 Aug - 13:13

added the builds might end up changing 1-2 skills idk yet

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Post by skye Mon 3 Sep - 23:11

guardian, aegis, and holy viel = hurt vs NR, which we use, so... how do we work that out?
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