Team Build: Dillway+Variants
Plutoman
So, here's my team. D(om) + Ill Mesmers. Thus, Dillway. May need a bit of work, but I've examined it quite in-depth and can find no major faults. Thus, I'm opening it up to criticism. Long post, beware.
Edit: I've significantly changed around the variants, and provided 3 alternative ways that stay true to the core playstyle. Credit to PurpleFlamingo for pointing out my lack of enchantment removal - a glaring mistake of mine!
Btw, I wish this forum had spoilers. The tags don't seem to work, but if anyone has a method of cleaning it up, I'd appreciate it. I've used links to the pictures of the teams to help reduce the post size.
Update: I've fixed the template codes, and made a very minor modification to the dual-invoke. I'd like to test out some even higher damage variants taking out panic for e-surge, possibly SB, too. I'd also like to create a 6-man team. I can create a 4-man version, if anyone's interested, but I think going to that few really stretches the concept (it'd essentially boil down to a mesmer, bip, and ST), while a 6-man party can still hold the gist of it. Once I get into WoC, I'll see if there's any variations or changes that can be made specifically for those mobs. Backfire may be useful, as it came quite in handy against those balanced healers of Vloxen's. I'll check it out (classes have just started, though) once I have some time, maybe this weekend. I'll also see about Frostmaw's this weekend, though I think that's simply a case of one or two copies of inspired hex.
I appreciate the comments I've gotten, I'm glad to see it's gone to some good use. I wanted to create something that has a minimal reliance on spirits (basically, dropping the entire offensive spirit line, including SoS), and drops the minions, so it's flexible and doesn't snag aggro, it's easy to maneuver, and easy to control. All the while holding the stability and firepower of a standard meta group. I think I've mostly achieved that goal, though I'm sure various tweaks per area can be made, and I'm sure the mesmer bars can be tuned better. I'll tell ya, if there's any time I'd like 10 skills, it'd be on those mesmers. Enjoy!
Core team, for elite areas - it's hefty on healing and protection.
Quote:
Core DillwayEdit: I've significantly changed around the variants, and provided 3 alternative ways that stay true to the core playstyle. Credit to PurpleFlamingo for pointing out my lack of enchantment removal - a glaring mistake of mine!
Btw, I wish this forum had spoilers. The tags don't seem to work, but if anyone has a method of cleaning it up, I'd appreciate it. I've used links to the pictures of the teams to help reduce the post size.
Update: I've fixed the template codes, and made a very minor modification to the dual-invoke. I'd like to test out some even higher damage variants taking out panic for e-surge, possibly SB, too. I'd also like to create a 6-man team. I can create a 4-man version, if anyone's interested, but I think going to that few really stretches the concept (it'd essentially boil down to a mesmer, bip, and ST), while a 6-man party can still hold the gist of it. Once I get into WoC, I'll see if there's any variations or changes that can be made specifically for those mobs. Backfire may be useful, as it came quite in handy against those balanced healers of Vloxen's. I'll check it out (classes have just started, though) once I have some time, maybe this weekend. I'll also see about Frostmaw's this weekend, though I think that's simply a case of one or two copies of inspired hex.
I appreciate the comments I've gotten, I'm glad to see it's gone to some good use. I wanted to create something that has a minimal reliance on spirits (basically, dropping the entire offensive spirit line, including SoS), and drops the minions, so it's flexible and doesn't snag aggro, it's easy to maneuver, and easy to control. All the while holding the stability and firepower of a standard meta group. I think I've mostly achieved that goal, though I'm sure various tweaks per area can be made, and I'm sure the mesmer bars can be tuned better. I'll tell ya, if there's any time I'd like 10 skills, it'd be on those mesmers. Enjoy!
Core team, for elite areas - it's hefty on healing and protection.
Quote:
This is the build I summarize on down the page.
Templates:
OQhkAgBqADKENQOw0jpTeGC4FwFD
OQhkAgBqAHK0Lw0TOQeGCYRgpzFD
OQhkAgBqADKEhz0TeWOwFAC4QwFD
OgNDwcPPP1CaRARLWPeJ31VC
OACjQugaoOYTrH00ZGNncDzLG
OAhkYoEIoEy0dQGj00kzw0uTC4FD
OwASAZHP+M8K13l0FvIW/qP
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Modifications - Strength of Honor, second smite monk, while still keeping plenty of party heals. Judge's Insight could be used, too. ST Rit now takes channeling through Ancestor's Rage and Splinter weapon. It's set for a 14 spec splinter, but if you'd prefer a more stable shelter you can modify it to a lower rank and bump up the others through the runes.
If weaken armor, MoP, or dual fall back is needed, look at the second dual smite team for how I would modify the monks to include that.
Templates:
OQhkAgBqADKENQOw0jpTeGC4FwFD
OQhkAgBqAHK0Lw0TOQeGCYRgpzFD
OQhkAgBqADKEhz0TeWOwFAC4QwFD
OACjQugqoOYTrH00ZWOxYezLG
OAhkYoE4hEy0dQGj00kzw0uTC4FD
OwASAZHP+M8K13l0FnHW/qP
OwASAZHP+M8K13l0FvIW/qP
Quote: Dual-Smite Dillway Team
Essentially, I've drawn out the E/Mo and replaced it with more damage. By doing this, it allows for a double set of fall back while in vanquishes, and the healing in addition to the DF bonus, and shelter, will be quite significant and enough to last in all but the most strenuous battles.
Templates:
OQhkAgBqADKENQOw0jpTeGC4FwFD
OQhkAgBqAHK0Lw0TOQeGCYRgpzFD
OQhkAgBqADKEhz0TeWOwFAC4QwFD
OACjQugaoOYTrH00ZGNncDzLG
OAhkYoEIoEy0dQGj00kzw0uTC4FD
OwkjApOsJO+M8K13l0Ft+V/dM
OwkjApOsJO+M8K13l0Ft+V/dM For general play - dual invoke variant (more direct damage, but less support and healing):
Quote: Dual-Invoke Dillway Team
Now, we get something less stable. However, it compensates by being able to destroy most mobs in seconds with immediate spikes from the ele's, and the mesmer shutdown on any reaction. It's not for those who like a sense of risk, as a double aggro at the wrong time can easily put it out. It's also for those who like to ball enemies up, because there's a 3 target limit. Don't be put off by that limit, however, because it's rare when you are in a situation to hit more enemies than that.
This build only has two healers, and only one source of protection. If you're wanting to use it, but don't like the risk, you can drop fall back for any sort of healing spell, or protection spell. Energy is generally fine, but don't stress it too much, because the BiP should only provide energy to the mesmers ideally.
In addition, the first mesmer has an additional Shatter Hex to aid in hex removal, due to the lack of Smite Hex. I've not tested that change, so I'm not sure how much it'll stress energy - it was the next best spot, due to the SB already having it.
OQhkAgBqADKENQOw0jpTeGC4QwFD
OQhkAgBqAHK0Lw0TOQeGCYRgpzFD
OQhkAgBqADKEhz0TeWOwFAC4QwFD
OACjQugaoOYTrH00ZGNncDzLG
OAhkYoEIoEy0dQGj00kzw0uTC4FD
OgljwgIspOA6vR5QHaMCH0idM
OgljwgIspOA6vR5QHaMCH0idM Proof of validity -
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Note - I use this as a proof that the team works, not that it is 'better' than others, for I don't believe that any team is best in any way, or is ideal in even most situations. However, it is proof that -
1) The team can hold it's own. It has both the firepower to take down balanced mobs, and the ability to survive in an (albeit not-so-difficult) elite area, without player input, or even the abuse of PvE skills.
2) BiP can work in a team, even one based around it. The team is stable, and is difficult to kill. I'll mention substitutes for anything besides elite areas down a bit, because this is overkill defense on most.
Multiple screens to prove lack of cons, and a final one because I forgot to show the bars in previous screens. Just threw them all in for the heck of it. By the way, times are slow because I was talking to my girlfriend through most of it. Also disconnected during Turep - rather annoying, and lost my pathing.
I did it barless to show that the team can react without significant player input, though I did pull some groups (namely, the boss ones), and doesn't need a player to go through the area. However, the ease goes up significantly with a bar, obviously. It also shows that it does not need a tank, or special tactics - if I tried to do those, it would fail remarkably considering my ele main. Also, the ineptitude bar is a bit different - I dropped clumsiness in the final results to assist in energy, and to provide more direct damage. On to the team... (and the why)
Quote: The core revolves around the 3 mesmers - with a split between Illusion and Domination, to provide access to 3 powerful elites, and to provide excellent shutdown to both melee and casters alike.
Quote: Mesmer #1: 12+4 Domination, 10+1 Illusion, 8+1 Fast Casting.
Bar - Panic (e) - Cry of Frustration - Mistrust - Unnatural Signet - Signet of Clumsiness - Wandering Eye - Shatter Enchantment - Flesh of My Flesh This bar is fairly simple, a high dom for a longer panic. Wandering Eye has a larger range of damage than Clumsiness, along with less energy cost, so it is used. Shatter Enchantment provides some more enchantment removal.
Quote: Mesmer #2: 12+1 Domination, 10+4 Illusion, 8+1 Fast Casting.
Bar - Ineptitude (e) - Mistrust - Cry of Frustration - Signet of Clumsiness - Wandering Eye - Power Spike - Unnatural Signet - Flesh of My Flesh Fairly similar to above, with a different elite. Flesh of My Flesh is used on all mesmers due to it's fast casting time and low energy cost, as I deemed the health sacrifice worth the faster casting.
Quote: Mesmer #3: 12+1 Domination, 10+4 Illusion, 8+1 Fast Casting.
Bar - Shared Burden (e) - Mistrust - Signet of Clumsiness - Cry of Frustration - Power Spike - Wandering Eye - Shatter Hex - Flesh of My Flesh Again, similar, but Shared Burden takes the front spot. Some extra hex removal is added to the main lineup, instead of the straight Unnatural Signet. Note the position of the interrupts on the bars - I staggered them among the heroes to mix up the priorities - in hopes of it minimizing the effects of interrupt stacking.
On all 3 mesmers, there are other skills that can be used. Shatter Delusions, Spiritual Pain, and others. I deemed those to be the most appropriate, but they might not always be the best, and are open to tweaking. The elites provide a significant defensive lineup of blind, slow, and mass interruption. Sometimes, this isn't what you need - so you can swap in E-Surge as needed. As I responded for a question below, all mesmers should have at least 30+ energy, to give them a higher baseline at the 50% margin. BiP is used when they go below 50%, so they'll have more energy when it gets put on them, to help last in prolonged battles.
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Elementalist #1: 12+4 Energy Storage, 12 Protection Prayers, 3 Healing Prayers. Bar - Ether Renewal (e) - Aura of Restoration - Aegis - Spirit Bond - Protective Spirit - Convert Hexes - Shield of Absorption - Shielding Hands A fairly standard E/Mo, Infuse is optional. I use Convert Hexes to stack hex removal, but it is entirely optional and Reversal of Fortune is a good substitute. He/she is oftentimes the most optional person in the team, but provides good single target protection and backup on the pressured teammates when shelter fails. Quote:
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