The Deep - Outside of the box build
Gregslot
Hello everyone, this thread is dedicated to create a different build for The Deep.
I will post a link at the orginial thread.
I thought on something different and that included the requirements to complete the mission. And possibily a better way to complete the whole mission. Unfortunately i couldnt think at all the skills, some because i dont know what to add, and other because the rest is irrelevant.
Ritualist: Communing/Channeling
[skill]Shadowsong[/skill][skill]splinter Weapon[/skill][skill]Shelter[/skill][skill]Union[/skill][skill]Displacement[/skill][skill]Signet of Binding[/skill][skill]Wanderlust[/skill][skill]Boon of Creation[/skill]
Signet of binding is supposed to increase the life of a psirit to +210hp, wich is great if you use it at Shelter. Splinter weapon is for aoe spike at huge aggros. Wonderlust if made to kockdown any kanaxai serveral times
Ritualits: Restoration
[skill]Spirit Light[/skill][skill]Mend body and soul[/skill][skill]spirit transfer[/skill][skill]recuperation[/skill][skill]life[/skill][skill]preservation[/skill][skill]flesh of my flesh[/skill] EMPTY SLOT
Standard ritualist for party heal, and also good for single target heal. Preservation will help the tankers that will tank all the kanaxais and will be the spirit designed to be used to sacrifice life for spirit transfer and to use spirit light at the very last kanaxai, life will help at the very end to heal the party
Me/E: Domination/Evasion
[skill]Blurred Vision[/skill][skill]Spirit of failure[/skill][skill]shatter hex[/skill][skill]echo[/skill][skill]backfire[/skill][skill]drain enchantment[/skill][skill]empathy[/skill]EMPTY SLOT
Mesmer will be used to deal great aoe damage with shatter hex and help the healers by "blinding" several targets at once (spirit of failure must be used at a target with blind to mantain energy). Enchantment removal for the kanaxais, onis and carps.
Variants: [skill]mantra of recovery[/skill][skill]shatter enchantment[/skill]
E/Mo: Renemal Nuker
[skill]glyph of lesser energy[/skill][skill]mark of rodgort[/skill][skill]rodgort's invocation[/skill][skill]fireball[/skill][skill]glyph of renewal[/skill][skill]meteor shower[/skill][skill]fire attunement[/skill][skill]rebirth[/skill]
Well, you got the idea. Must use glyph of renewal before every meteor shower. Use glyph of lesser energy, then mark of rodgort and rodgorts invocation after a meteor shower to add burn, damage and get plenty of energy back.
A/Mo: Full block and Death blossom Assassin
[skill]unsuspecting strike[/skill][skill]Wild Strike[/skill][skill]Death Blossom[/skill][skill]Critical Defenses[/skill][skill]Way of the assassin[/skill][skill]shadow of haste[/skill][skill]shadow refuge[/skill][skill]rebirth[/skill]
The best damage dealer in the party. The 75% chance to block will put you in advantage all the time. Spam death blossom at the big aggros to kick ass. Shadow of haste will be used to pull tagets properly, and to pull the last kanaxai.
P/W: Party Support
[skill]signet of synergy[/skill][skill]mending refrain[/skill][skill]song of restoration[/skill][skill]ballad of restoration[/skill][skill]aria of zeal[/skill][skill]"watch yourself!"[/skill][skill]"shields up!"[/skill][skill]signet of return[/skill]
*Now these are the builds that are incomplete
Ranger: Trapper
[skill]spike trap[/skill][skill]dust trap[/skill][skill]barbed trap[/skill][skill]serpent's quickness[/skill]
Set traps and "own" the badass aggros. Will help the group killing the kanaxai at the room where you cant use spells. Will go the room number three with the assassin and the first ritualist =]
2xWarrior: Standard Tank
[skill]Dolyak Signet[/skill]&Any knockdown
Well, thats about the only skill they will really need to carry. Presuming that the you can use the ritualists spirits to open the door at the third kanaxai, so they will not need Recall.
2x Monks: Healers
[skill]Light of Deliverance[/skill][skill]Protective Spirit[/skill]
possible second option: [skill]Healer's Boon[/skill][skill]Heal Party[/skill]
Dervish: Half tank + Aoe damage
[skill]Avatar of Balthazar[/skill][skill]Mystic Sweep[/skill][skill]victorious sweep[/skill][skill]Heart of fury[/skill][skill]heart of holy flame[/skill][skill]mystic vigor[/skill][skill]watchful intervention[/skill] (POSSIBLE RESS)
Self-healer tank with aoe damage, will do a splendid job with splinter weapon. Watchful intervention will be used on self and other.
I did thought about every room, because at each room you need a different plan.
At first, the team will be divided like this:
Rit(rest), Nuker and Dervish at room 1
Warrior, Paragon and monk at room 2
Rit(commu/chan), Ranger and Assassin at room 3
Warrior, Mesmer and Monk at room 4
*Room 1: Straight simples, tank and nuke, the aoe damage that both dervish and elementalist will deal will wipeout the spirits+carps. Ritualst will remove blind/daze with mend body and soul. Must spike the nuke at akanaxai for knockdowns.
*Room 2: Healing reduced, but paragon will help with heal, so just kill them, might take a while because the lack of damage. (idead for good damage dealer warriors are welcome)
*Room 3: This room will have most fo the fun. There isnt a proper heal, but at just pull the kanaxai first then draw him to the spirits so that Shadowsong and Wanderlust + traps and he wont stand a chance (the assassin will tank). The same goes for the carps, trap then pull, they will die fast (this has been done before, so it is possible)
*Room 4: Cant block, but the mesmer will help with the evasion (blurred vision) and will cancel the carp's heal (recomended to use backfire when targets hp drops below 50% and remove enchant). Take them one at a time if needed. (remember that shatter enchantment is one of the options, and the warrior CAN bring triple chop, but not needed)
So after that kill the second kanaxai, pull the krakens like usual.
To open the door, plant spirits at the switches, the door should open.
At the room where you cant use spells, use "shields up" to pass by the archers, then pull kanaxai and plant lots of spirits to overwhelm him. (paragon and monks will use signets to heal one in a while, but spirits will do most of the work)
At the room where you take damage when you move, players must set traps at the stairs and tank with whatever they got. Same plan, tank and nuke.
REMEMBER THAT THE RITUALIST MUST CAST SPLINTER WEAPON FOR AREA DAMAGE!
Take it all the way to the last room.
At the very end, players must knockdown kanaxai several times in order to make the spawns appear.
Once they do, plant spirits (and possibly some traps) at one side. Pull them to the spirits so that they will start attacking the spirits. If they do, they will probably stay at that side. If they do, charge in to kanaxai from the opposite side, keep on recasting Life so that it it will give +140 hp each 20 seconds. Plant a preservation next to the tanks so that they do not need to be healed as often. Splinter weapon will not be needed at this time. If someone dies, the paragon should be the one that will ressurect this person. Use Signet of Binding at Wanderlust or Displacement at this time. Mesmer should remove the enchantment, allways.
Well... thats it... so whatyall think? ^^
I will post a link at the orginial thread.
I thought on something different and that included the requirements to complete the mission. And possibily a better way to complete the whole mission. Unfortunately i couldnt think at all the skills, some because i dont know what to add, and other because the rest is irrelevant.
Ritualist: Communing/Channeling
[skill]Shadowsong[/skill][skill]splinter Weapon[/skill][skill]Shelter[/skill][skill]Union[/skill][skill]Displacement[/skill][skill]Signet of Binding[/skill][skill]Wanderlust[/skill][skill]Boon of Creation[/skill]
Signet of binding is supposed to increase the life of a psirit to +210hp, wich is great if you use it at Shelter. Splinter weapon is for aoe spike at huge aggros. Wonderlust if made to kockdown any kanaxai serveral times
Ritualits: Restoration
[skill]Spirit Light[/skill][skill]Mend body and soul[/skill][skill]spirit transfer[/skill][skill]recuperation[/skill][skill]life[/skill][skill]preservation[/skill][skill]flesh of my flesh[/skill] EMPTY SLOT
Standard ritualist for party heal, and also good for single target heal. Preservation will help the tankers that will tank all the kanaxais and will be the spirit designed to be used to sacrifice life for spirit transfer and to use spirit light at the very last kanaxai, life will help at the very end to heal the party
Me/E: Domination/Evasion
[skill]Blurred Vision[/skill][skill]Spirit of failure[/skill][skill]shatter hex[/skill][skill]echo[/skill][skill]backfire[/skill][skill]drain enchantment[/skill][skill]empathy[/skill]EMPTY SLOT
Mesmer will be used to deal great aoe damage with shatter hex and help the healers by "blinding" several targets at once (spirit of failure must be used at a target with blind to mantain energy). Enchantment removal for the kanaxais, onis and carps.
Variants: [skill]mantra of recovery[/skill][skill]shatter enchantment[/skill]
E/Mo: Renemal Nuker
[skill]glyph of lesser energy[/skill][skill]mark of rodgort[/skill][skill]rodgort's invocation[/skill][skill]fireball[/skill][skill]glyph of renewal[/skill][skill]meteor shower[/skill][skill]fire attunement[/skill][skill]rebirth[/skill]
Well, you got the idea. Must use glyph of renewal before every meteor shower. Use glyph of lesser energy, then mark of rodgort and rodgorts invocation after a meteor shower to add burn, damage and get plenty of energy back.
A/Mo: Full block and Death blossom Assassin
[skill]unsuspecting strike[/skill][skill]Wild Strike[/skill][skill]Death Blossom[/skill][skill]Critical Defenses[/skill][skill]Way of the assassin[/skill][skill]shadow of haste[/skill][skill]shadow refuge[/skill][skill]rebirth[/skill]
The best damage dealer in the party. The 75% chance to block will put you in advantage all the time. Spam death blossom at the big aggros to kick ass. Shadow of haste will be used to pull tagets properly, and to pull the last kanaxai.
P/W: Party Support
[skill]signet of synergy[/skill][skill]mending refrain[/skill][skill]song of restoration[/skill][skill]ballad of restoration[/skill][skill]aria of zeal[/skill][skill]"watch yourself!"[/skill][skill]"shields up!"[/skill][skill]signet of return[/skill]
*Now these are the builds that are incomplete
Ranger: Trapper
[skill]spike trap[/skill][skill]dust trap[/skill][skill]barbed trap[/skill][skill]serpent's quickness[/skill]
Set traps and "own" the badass aggros. Will help the group killing the kanaxai at the room where you cant use spells. Will go the room number three with the assassin and the first ritualist =]
2xWarrior: Standard Tank
[skill]Dolyak Signet[/skill]&Any knockdown
Well, thats about the only skill they will really need to carry. Presuming that the you can use the ritualists spirits to open the door at the third kanaxai, so they will not need Recall.
2x Monks: Healers
[skill]Light of Deliverance[/skill][skill]Protective Spirit[/skill]
possible second option: [skill]Healer's Boon[/skill][skill]Heal Party[/skill]
Dervish: Half tank + Aoe damage
[skill]Avatar of Balthazar[/skill][skill]Mystic Sweep[/skill][skill]victorious sweep[/skill][skill]Heart of fury[/skill][skill]heart of holy flame[/skill][skill]mystic vigor[/skill][skill]watchful intervention[/skill] (POSSIBLE RESS)
Self-healer tank with aoe damage, will do a splendid job with splinter weapon. Watchful intervention will be used on self and other.
I did thought about every room, because at each room you need a different plan.
At first, the team will be divided like this:
Rit(rest), Nuker and Dervish at room 1
Warrior, Paragon and monk at room 2
Rit(commu/chan), Ranger and Assassin at room 3
Warrior, Mesmer and Monk at room 4
*Room 1: Straight simples, tank and nuke, the aoe damage that both dervish and elementalist will deal will wipeout the spirits+carps. Ritualst will remove blind/daze with mend body and soul. Must spike the nuke at akanaxai for knockdowns.
*Room 2: Healing reduced, but paragon will help with heal, so just kill them, might take a while because the lack of damage. (idead for good damage dealer warriors are welcome)
*Room 3: This room will have most fo the fun. There isnt a proper heal, but at just pull the kanaxai first then draw him to the spirits so that Shadowsong and Wanderlust + traps and he wont stand a chance (the assassin will tank). The same goes for the carps, trap then pull, they will die fast (this has been done before, so it is possible)
*Room 4: Cant block, but the mesmer will help with the evasion (blurred vision) and will cancel the carp's heal (recomended to use backfire when targets hp drops below 50% and remove enchant). Take them one at a time if needed. (remember that shatter enchantment is one of the options, and the warrior CAN bring triple chop, but not needed)
So after that kill the second kanaxai, pull the krakens like usual.
To open the door, plant spirits at the switches, the door should open.
At the room where you cant use spells, use "shields up" to pass by the archers, then pull kanaxai and plant lots of spirits to overwhelm him. (paragon and monks will use signets to heal one in a while, but spirits will do most of the work)
At the room where you take damage when you move, players must set traps at the stairs and tank with whatever they got. Same plan, tank and nuke.
REMEMBER THAT THE RITUALIST MUST CAST SPLINTER WEAPON FOR AREA DAMAGE!
Take it all the way to the last room.
At the very end, players must knockdown kanaxai several times in order to make the spawns appear.
Once they do, plant spirits (and possibly some traps) at one side. Pull them to the spirits so that they will start attacking the spirits. If they do, they will probably stay at that side. If they do, charge in to kanaxai from the opposite side, keep on recasting Life so that it it will give +140 hp each 20 seconds. Plant a preservation next to the tanks so that they do not need to be healed as often. Splinter weapon will not be needed at this time. If someone dies, the paragon should be the one that will ressurect this person. Use Signet of Binding at Wanderlust or Displacement at this time. Mesmer should remove the enchantment, allways.
Well... thats it... so whatyall think? ^^
Yichi
Rebirth on the fire ele is a horrid idea... That Ele is already going to be short on energy having only fire attunement and glyph lesser to add/cut some energy loss, so losing the rest of it to res 1 person is a horrible idea. Res chant would be a much better option.
The assassin looks ok if you run into all melee mobs, but if you run into elemental damage, they have such little armor that they wont be able to stay in the front as much as you would like. whereas a warrior would with the higher armor.
The MoR/Shatter Mesmer with diversion would be much more efficient for enchant removal/shutdown that your other bar would.
The assassin looks ok if you run into all melee mobs, but if you run into elemental damage, they have such little armor that they wont be able to stay in the front as much as you would like. whereas a warrior would with the higher armor.
The MoR/Shatter Mesmer with diversion would be much more efficient for enchant removal/shutdown that your other bar would.
dies like fish
For Kanaxai, bring [skill]Inspired Enchantment[/skill] on the mesmer to remove his enchantment without a recharge.
Gregslot
Quote:
Originally Posted by MistressYichi
Rebirth on the fire ele is a horrid idea... That Ele is already going to be short on energy having only fire attunement and glyph lesser to add/cut some energy loss, so losing the rest of it to res 1 person is a horrible idea. Res chant would be a much better option.
The assassin looks ok if you run into all melee mobs, but if you run into elemental damage, they have such little armor that they wont be able to stay in the front as much as you would like. whereas a warrior would with the higher armor.
The MoR/Shatter Mesmer with diversion would be much more efficient for enchant removal/shutdown that your other bar would. Of course, you wont ressurect them at the middle of the battle. The paragon or the ritualist should ress anyone at the middle of the battle.
Assassins arent supposed to tank the elemental damage, they wait for the warriors to tank and then go, if they are targeted, they scape! (i didnt had to say that, thats how you play with assassins)
Humm... diversion sounds nice for the end.
The assassin looks ok if you run into all melee mobs, but if you run into elemental damage, they have such little armor that they wont be able to stay in the front as much as you would like. whereas a warrior would with the higher armor.
The MoR/Shatter Mesmer with diversion would be much more efficient for enchant removal/shutdown that your other bar would. Of course, you wont ressurect them at the middle of the battle. The paragon or the ritualist should ress anyone at the middle of the battle.
Assassins arent supposed to tank the elemental damage, they wait for the warriors to tank and then go, if they are targeted, they scape! (i didnt had to say that, thats how you play with assassins)
Humm... diversion sounds nice for the end.
Levi Garett
I have this wierd feeling that you're going to end up going full circle back to the tried and true cookie cutter build, but hey props for trying to be different.
ryanryanryan0310
I was thinking about subing a splinter weapon restoration ritual for one of the monks. With cyclone axe on one of the warriors.
But the cookie cutter built works the best for this elite mission. Knockdowns are for the win....
But the cookie cutter built works the best for this elite mission. Knockdowns are for the win....
Thom Bangalter
this looks like it would take forever and would probably not work in HM.
Marth Reynolds
It seems your assasin needs to make criticals to stay under 75% to block.. that won't work neither will the dervish:
-Carps blind a lot and need to hit with 2 attack skills to blind you once you are blinded you cannot keep the 75% block up and they'll blind you more, dervish will have practically no use for mystiv vigor here.
-Oni's teleport when attacked making you run after them every time they teleport and loosing time to score critcals or lose time to gain life from attacking, tanking won't work vs teleporting enemies at all.
-Nightmares have Spirit schackles so -5 energy on attack will render assasin and dervish energy-less.
You could get Melandru's Avatar to avoid blind but that's just a small part of the deep.
Rest seems that it will work, but i'd recommend war or paragon tanks as "steel wall" idea.
-Carps blind a lot and need to hit with 2 attack skills to blind you once you are blinded you cannot keep the 75% block up and they'll blind you more, dervish will have practically no use for mystiv vigor here.
-Oni's teleport when attacked making you run after them every time they teleport and loosing time to score critcals or lose time to gain life from attacking, tanking won't work vs teleporting enemies at all.
-Nightmares have Spirit schackles so -5 energy on attack will render assasin and dervish energy-less.
You could get Melandru's Avatar to avoid blind but that's just a small part of the deep.
Rest seems that it will work, but i'd recommend war or paragon tanks as "steel wall" idea.
Sk8tborderx
First: Spirit light weapon>>>>>>>preservation (seriously, preservation just sucks)
Second: Healers boon>>>>>LoD, at least in the deep.
Third: The current cookie cutter party setup will work faster, you have more aoe damage. The first rit you have is better than taking a 3rd ele, but everything else will simply slow down the run. (Replace splinter weapon with a rez, or NM weapon)
Second: Healers boon>>>>>LoD, at least in the deep.
Third: The current cookie cutter party setup will work faster, you have more aoe damage. The first rit you have is better than taking a 3rd ele, but everything else will simply slow down the run. (Replace splinter weapon with a rez, or NM weapon)
Gregslot
Quote:
Originally Posted by Marth Reynolds
-Carps blind a lot and need to hit with 2 attack skills to blind you once you are blinded you cannot keep the 75% block up and they'll blind you more, dervish will have practically no use for mystiv vigor here.
-Oni's teleport when attacked making you run after them every time they teleport and loosing time to score critcals or lose time to gain life from attacking, tanking won't work vs teleporting enemies at all.
-Nightmares have Spirit schackles so -5 energy on attack will render assasin and dervish energy-less.
You could get Melandru's Avatar to avoid blind but that's just a small part of the deep.
Rest seems that it will work, but i'd recommend war or paragon tanks as "steel wall" idea.
At the room number 2 the Carps will hardly hit the assassin because the ranger will be using Dust Trap to blind the carps, Shadowsong will also keep on blinding them, Wanderlust will kock'em down (at least one of them), Displacement+Signet of Binding will add +75% block, and not to mention the 75% of critical defenses, so if they get through that... i dont even know what to say hahaha, they wont!
Room number 1 will have a ritualist with Mend Body and Soul... so no worries at all
Spirit Shackles its a hex, if it is used at a target that will be staying at the front line, thats good for us. Shatter Hex+Echo (or Mantra of Recall) will deal 140 AoE damage (wich is far batter then any meteor shower). So it will be good for us if they use it.
The only reasonable argument there is the Oni's Teleport. But it will only be a problem if the get pass through the spirits defenses and the blurred vision can comprimise their offensive
(wich is still half bad)
Preseration is good because it is easy to mantain it up 24/7, you cant expect to keep any spirit alive at the last room. (not to mention you can use it at the no-spell room).
So it will be impossible to use Spirit Light weapon at the rooms mentioned before.
Not to mention that you can only use spirit light, spirit tranfer and mend body and soul, if you have a spirit near you (so you cant be using any of these skills at the last room, wich is really really bad).
Not to mention you can put it next to the tank (lets presume there is only one, like the first room) and keep on healing it, not needing to stay close to the tank.
Not to mention that its a +1 spirit at your spirit wall
ryanryanryan0310, can you give any ideas of how making a ritualist like that? I presumed that at least 2 monks will be needed.
Splinter weapon must stay for, thats what will give more AoE damage then any stupid meteor shower.
1 splinter weapon doing 50 AoE damage with 4 hits = 200 AoE damage
1 splinter weapon in 4 targets doing 50 AoE damage with 4 hits = 800 AoE damage
That is why we are going to use the strategy of tanking and spiking.
Set traps, pull, nuke, then everyone attack with splinter weapon =]
EDIT: Im not a monk player, so i really have no idea what its good for a monk and etc. I have seen monks using healer's boon, so i presume it must be good, right?
royal mercenary
dont bother what they say !
n1 builds but maybe a SS would help?
n1 builds but maybe a SS would help?
Gregslot
it could, of course....
but the point its to do something completly different =]
the SS will end up beeing like th standard SS build xD
but the point its to do something completly different =]
the SS will end up beeing like th standard SS build xD
Zinger314
Quote:
Originally Posted by Levi Garett
Originally Posted by Gregslot
the SS will end up beeing like th standard SS build xD
QED. Thus it was demostrated.
Your build is too haphazard. If the Assassin or Dervish ever get targeted (and they will, after aggro constantly breaks from the mass AoE), they die instantly. Not enough focus. And it's impossible to focus without exclusively using Warriors, Elementalists, and Monks. Thus the cycle begins anew... zwei2stein
I will asusme that you are going to run hardmode deep (because its simply not that much harder)
Originally Posted by Gregslot
Quote: [skill]Shadowsong[/skill][skill]splinter Weapon[/skill][skill]Shelter[/skill][skill]Union[/skill][skill]Displacement[/skill][skill]Signet of Binding[/skill][skill]Wanderlust[/skill][skill]Boon of Creation[/skill] Signet of binding is supposed to increase the life of a psirit to +210hp, wich is great if you use it at Shelter. Splinter weapon is for aoe spike at huge aggros. Wonderlust if made to kockdown any kanaxai serveral times |
If you want support rt, consider full blown chaneller.
Quote: Originally Posted by Gregslot
Ritualits: Restoration
[skill]Spirit Light[/skill][skill]Mend body and soul[/skill][skill]spirit transfer[/skill][skill]recuperation[/skill][skill]life[/skill][skill]preservation[/skill][skill]flesh of my flesh[/skill] EMPTY SLOT
Standard ritualist for party heal, and also good for single target heal. Preservation will help the tankers that will tank all the kanaxais and will be the spirit designed to be used to sacrifice life for spirit transfer and to use spirit light at the very last kanaxai, life will help at the very end to heal the party
soothing memories, etc etc.
point of resto rt are his unstripable weapon spells (namely, weapon of warding and/or resilient weapon), spirit transfer is terrible emanagement, AwS pot is simply way better. Preservation is random heal, which equals it to no heal.
Quote: Originally Posted by Gregslot
Me/E: Domination/Evasion
[skill]Blurred Vision[/skill][skill]Spirit of failure[/skill][skill]shatter hex[/skill][skill]echo[/skill][skill]backfire[/skill][skill]drain enchantment[/skill][skill]empathy[/skill]EMPTY SLOT
Mesmer will be used to deal great aoe damage with shatter hex and help the healers by "blinding" several targets at once (spirit of failure must be used at a target with blind to mantain energy). Enchantment removal for the kanaxais, onis and carps.
Variants: [skill]mantra of recovery[/skill][skill]shatter enchantment[/skill]
blurred vision != 'blinded', it is wasted skillslots. blinding flash+epidemic would actually achieve something. Shatter hex is unlikely to be source of major damage, as hexes are not that common, enchantements on the other hand.
Backfire seems pointless as most troublesome enemies simply hardly cast
Quote: Originally Posted by Gregslot
E/Mo: Renemal Nuker
[skill]glyph of lesser energy[/skill][skill]mark of rodgort[/skill][skill]rodgort's invocation[/skill][skill]fireball[/skill][skill]glyph of renewal[/skill][skill]meteor shower[/skill][skill]fire attunement[/skill][skill]rebirth[/skill]
Well, you got the idea. Must use glyph of renewal before every meteor shower. Use glyph of lesser energy, then mark of rodgort and rodgorts invocation after a meteor shower to add burn, damage and get plenty of energy back.
renewall nukers are ... sooo 2005, this is age of searing flames eles, like it or not.
Quote: Originally Posted by Gregslot
A/Mo: Full block and Death blossom Assassin
[skill]unsuspecting strike[/skill][skill]Wild Strike[/skill][skill]Death Blossom[/skill][skill]Critical Defenses[/skill][skill]Way of the assassin[/skill][skill]shadow of haste[/skill][skill]shadow refuge[/skill][skill]rebirth[/skill]
The best damage dealer in the party. The 75% chance to block will put you in advantage all the time. Spam death blossom at the big aggros to kick ass. Shadow of haste will be used to pull tagets properly, and to pull the last kanaxai.
way of the assassin is wasted elite, if you want to block its "flashing blades", but you should want moebius strike. you want, assassin should be able to kd or disenchat easily, i dotn see your doing either of that. shaddow of haste is ... WTF
Not to mention assassin being liability whenever you encounter onis - he is gonna cause them to teleport and break aggro and he cannot hold wall. and your assassin has no stuff to help against kanaxai, i mean, nothing - deep wound, disenchant, kd, nothing, not even IAS to help trigger (imaginary) spinal shivers
wasted slot.
Quote: Originally Posted by Gregslot
P/W: Party Support
[skill]signet of synergy[/skill][skill]mending refrain[/skill][skill]song of restoration[/skill][skill]ballad of restoration[/skill][skill]aria of zeal[/skill][skill]"watch yourself!"[/skill][skill]"shields up!"[/skill][skill]signet of return[/skill]
a) you use paragon as full shouter, its waste, paragons are able to do awesome damage (deep would included, burning to help SF)
b) motivation is simply weak, research stuff like "They are on fire" and ''stand your ground", maybe even "Never Surrender (actually usefull at kanaxai)", those are the ones that make paragon worth takign to party.
WYS required adren, guess where gaining adren is damgerous for party - onis
Quote: Originally Posted by Gregslot
*Now these are the builds that are incomplete
Ranger: Trapper
[skill]spike trap[/skill][skill]dust trap[/skill][skill]barbed trap[/skill][skill]serpent's quickness[/skill]
Set traps and "own" the badass aggros. Will help the group killing the kanaxai at the room where you cant use spells. Will go the room number three with the assassin and the first ritualist =]
Well, wanting to actually fight kanaxai spawns smells of failure.
and, quite frank "lol" at room 3, it looks quite destined to fail (how is gonna trapper set up his traps? how the hell can assassin surive those kds.)
Your sins is based on keeping crit defences up. *cough* blind/daze/kds - more and faster than you rt can remove and once rt cant keep up, its done (rts simply dont have equivalent of healing seed to keep that sin alive)
Quote: Originally Posted by Gregslot
2xWarrior: Standard Tank
[skill]Dolyak Signet[/skill]&Any knockdown
Well, thats about the only skill they will really need to carry. Presuming that the you can use the ritualists spirits to open the door at the third kanaxai, so they will not need Recall.
deaths charge+recall has way more uses than that. namely to secure immediate aggro in variety of rooms or as fail safe when luring
Quote:
Originally Posted by Gregslot
2x Monks: Healers [skill]Light of Deliverance[/skill][skill]Protective Spirit[/skill] possible second option: [skill]Healer's Boon[/skill][skill]Heal Party[/skill] who is gonna fuell their energy? heal party + healers boon screams of "my energy is 0 out of X". Quote:
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