Our response was that if she wanted people to play non-b/p then he/she should create a build that was just as fast, otherwise there wasn't much point(because the build wouldn't compete unless you felt like going slow). I always kinda feel sorry for the professions that want to play tombs and can't get into a bp build(though most just designate a character slot to that type of char). I only have a ranger and monk, so I kinda lucked out.
The point to this story is that I was wondering two things: Can we come up with a build other than b/p for the tombs? And what exactly makes a build a speed build(as wiki calls bp) rather than a gimmick build( as some call Iway, etc.)
I'll attempt to answer the second question myself, the first I would like the community's help with. As far as I can see, a gimmick build mainly exists in pvp, with the exception of dual/solo farming builds in pve(which can be considered "not intended", as they don't use close to a full team). Both gimmick and speed builds center around boosting a single attribute across the entire team(bp obviously has barrage, and centers healing/damage/etc around that). Thinking as I type, and with much deletion, I can't figure the difference between these builds and why certain builds are considered acceptable, while others are not (both can be instantly picked up by a decent player, and do not rely on 'skill'. But pve ones tend to be more accepted than pvp, perhaps because ai don't get miffed when destroyed.) So if anybody can clarify what they think the difference is, I would much appreciate it.
This second half of this long post is to see if we can replace b/p. If you don't care about reading builds, etc. please save yourself misery and skip past it. Thank you.
On to question 2(please forgive the length of this post): Can we create a build that will rival bp?
Here are the 'rules' I'm setting for myself, and anyone that chooses to insert a build:
1)Pick a skill and build the team around that (such as meteor).
2)If you don't know an exact class that well, don't worry about runes, attr. points, or exact skills. Just give a general idea of a possible build, and somebody more experienced with that class can fill it in.
3)Each team must be a full team of 8, and able be general enough that a person can be switched at a moments notice(i.e. b/p is a simple build which only requires a modicum of skill in pulling, mming, and monking. Even if one of these is subpar, skill in other areas can cover for it. Everyone else simply has to click barrage, over and over)
4)I would prefer that each team consist primarily of one class(just like b/p), so it doesn't require a great amount of coordination. In other words I would like any builds to be simple, for the same reason as 3, anyone should be able to pick this up(i.e. shouldn't be a high learning curve/high skill build like monkless bp).
5) Assume that each team may come with a monk or two to heal or protect. Also assume that each team may come with a mm to help bodyblock if necessary.
From what I can see many different builds would work in Tombs, mainly because of choke points which allow aoe to wreak havoc.
I will end this long post with a simple build(though I know little of eles):
6 eles
1 mm
1 monk.
Monk will handle healing in emergencies, though eles should be casting enough spells to keep their health up overall.
MM will create the usual shield to create a controlled crowd of monsters. This could be replaced in a skilled team with a trapper to pull and cripple mobs at choke points. If a mob can't move, they can't get to the casters.
Eles- Lets say fire nukers, so everyone has meteor shower. With earth magic you have some good extra armor, knockdowns, and (if memory serves) some wards. Adding water magic gives you slow downs and snares to possibly act where a trapper would. Air magic keeps them all blind as well as giving the speed for a good puller.
Secondaries can simply augment. Echo nukers anyone? Elemonk instead of normal monk?
The main point of the build is to draw enemies into a choke point and drop 6 meteor showers on their heads while they are crippled/slowed and can't move away. Any skills that deal damage while knocked down would also be quite powerful, as long as you can keep the enemy in that death zone. As wiki states that the uw creatures have no special resilience to elemental damage, a build like this should be quite interesting.
But that's just my two cents

Your turn.

edit: If you want to see why bp is so good, check out Antheus' post below. Using this information, lets try and think of a way to take advantage to those facts.